Kingmaker

This adventure covered the later part of the 14 months the party stayed in Home. During this time they began taking duties on patrol, protecting the valley from the threats of the First World. They battled a fire absorbing/spitting tyrannosaurus (and won, salvaging 6 of it’s strange fire absorbing back plates to construct small shields or bucklers) then helped divert a giant slug migration by killing a handful of the huge mollusks.

They also undertook an adventure to seek out some “living steel” that a passing pixie told the people of Home about. Along the way they battled large puff-ball fungi called Ascomoid’s, and were victorious. The living steel tree was indeed where it was said to be but it turned out to be a trap (a prank in the eyes of the pixie) set up by 4 evil red caps. The pixie tried to provide a distraction during the fight with an illusion of a blue giant, the party did not bite however. They killed the red caps, took their treasure, then returned to Home with 5 ingots of living steel.

Also during this time Caelan continued cooking with the people of Home (including making Tyrannosaurus Haggis!) and began training a priest of Erastil to guide the budding religion. Iola and Nolaquen continued trying to convince the other of the correctness of their respective customs. Scotia taught and learned weaving patterns and she even learned the language of Home. Quinn took on an apprentice, his cousin Gaerol. Adal was asked to train with the Guardian and his cadre of 10 warriors.

The learn a bit more about Home’s customs. After a death there is a mourning period of 7 days, followed by a time of happiness and anticipation as people try to guess which couple will be allowed to have children. They also learn that harmony is the culture’s dominant trait.

They also debate whether to take the people of Home with them if they are able to return. Perhaps a bit surprisingly the population, while definitely divided, are more open to the idea than one might assume. (Their world is shrinking, and after countless generations this has been the first opportunity to leave in their history.) One thing is agreed on by all parties. They must all go or all stay, the people of Home will not split up.

Finally, after 14 months (or so, an exact count is impossible) Gaerol rushes to Quinn to inform him that “She’s here, the Old Beldame has arrived!”

The group go to see her. She is at first shocked. Then she looks suspicious. She looks in Caelan’s eyes, pinches his skin, then proclaims “‘taint real. Copies, good ones, I’ll give you that. You’ll have to get rid of dem tattoos if you really want to fool anyone.” Now it is the party’s turn to be shocked. They eventually convince the old witch that they are indeed themselves and she begins to unveil the incredible events from Innisfree.

They find out:

It has been two and a half to three years on Golarion.

The Heroes of Innisfree did return a few months after they left to investigate Varnhold.

They returned with control of Varnhold and an Alliance with the wild Cyclops’ tribes of the Tors.
Since the “heroes” return many things have changed:

Deoryr Slyss never returned, his position has not been filled.

The Queen and Prince have very rarely been seen in public since, and only from a distance.

All power has been concentrated in the King’s hands.

Oleg and Grigori have been thrown in prison for corruption, both replaced by a Cyclops named Agapetos.

Jhod has taken ill and rarely leaves the Temple of the Stag in Stagholm

Money and resources are sent to an unknown location south of Varnhold monthly, the economy has completely stagnated and living conditions are deteriorating.

Munguk has been chained to the Monument of the People. Instead of a place to speak freely, it has become a place to come and humiliate the dumb creature. Most people have not participated beyond what is required (some even sneak him food and whisky), though sadly a small part of the population enjoys it. When Munguk eventually dies there is a petition to have Sootscale take his place.

An open bounty has been placed on Centaurs, attracting adventurers of questionable ethics.

The Heroes of Innisfree rarely mingle with the public anymore, preferring to stay secluded and have underlings do their business. When they are in public they are always accompanied by enormous Cyclops bodyguards.

A new hardline approach has been taken toward nature and the fey folk. Tyg Titter Tut now leads a fey rebellion , pestering all who venture into the wild places. (The rebellion even includes some citizens of Innisfree such as Verina). Many Cyclops have been killed by this group.

After these revelations the party begins a spirited discussion on what to do next.

The group begins the adventure camped for a few days, deciding what to do next. During this time some foraging/hunting as well as crafting (of crude clothes, sandals, and holy symbols) takes place. There is a brief encounter with some hunting Velociraptors (with viper fangs), but the group dispatches them quickly.

They travel a couple more days. They seemingly have no direction to go and no leads. They begin to brainstorm. The song from Quinn’s dream at the base of the Old Sycamore is remembered. When he begins to sing it a path cuts through the forest like a knife, the path is soft on their battered feet. They discover the path will disappear after 15 minutes if the song is not being sung.

Along the way they come across an outcropping of strange bright blue obsidian (freshly exposed surfaces glows slightly for a week). They take some, Wan-Fu uses shape stone to craft some better weapons out of it. They meet a huge dire bear across a clearing eating berries. It stands, letting the group know that the berry patch is his. They decide not to provoke the bear further and keep travelling.

After 6 more days they come across a strange row of thick stemmed dead rose bushes, the path leads through them. Beyond signs of ancient civilization can be seen (stones from an old path, old irrigation ditches, etc). Sweet potatoes and raspberries that have returned to the wild are also seen. After a night of camping and foraging the group continues on. Over the next few days more of these rows of dead rose bushes are passed through. The forest around them is becoming more “normal” by their standards, and less crazy and harsh..

Eventually they see a clearing ahead. They come out looking over a bucolic valley. They pass through a row of bright red thick stemmed rose bushes (the path disappears behind them). The valley itself contains farmland and pastures. A strangely shaped hill rests in the center (in the shape of an enormous prone woman!), into a village is built (with round wooden doors dotting the side of the hill). Humanoids can be seen tending to field and sheep.

Nearby, in a wooden watchtower, a watchman jumps to his feet. He grabs his bow and a horn, the freezes in his spot. He drops the items, zips down the ladder, then rushes forward. He stands there, mouth agape, disbelieving what he is seeing. The group finally snaps him out of this state. He is overjoyed and overwhelmed. He speaks a strange pidgin of ancient Common, Elvish, and Sylvan. They find out the valley is simply called Home. Artanis (the watchman) begins leading the group toward the center of the valley. Other join along the way, equally amazed as Artanis was, and there is quite a crowd by the time the group arrives at the village. Through the crowd comes an ancient half-elf man, who is the spitting image of Quinn! He hugs Quinn, saying “Welcome Home!” The group looks around and notices many of the people here have a family resemblance to Quinn. They also notice every last inhabitant is a half-elf.

Eventually someone known as the “First Speaker” is summoned. She arrives along with the “ruling council” (for lack of a better term); the Painter, the Crafter, the Wise Man, and the Guardian. Clothes and food is brought for the group.

The group tells the people of Home of their journey. Then they hear the story of Quinn’s origin. He was born in Home and raised by his parents until he was a small boy. His mother was a special figure in Home’s history, the most gifted Painter ever. At some point a Fey Queen and her entourage came to Home. They were powerless to stop her and so let her stay with them for a time. She was a cruel and wicked woman. She eventually grew bored and left. A few years later a messenger from the Fey Queen came back, he told them that she would be visiting Home in a year’s time and that she wished to be presented the dead body of Quinn (then known as Laervaeth) upon her arrival. The people of Home did not know what to make of this strange request. If they fought, Home would be destroyed. But they would not give up one of their own so easily. It was decided that the boy would be taken away, and the remaining people of Home would throw themselves on the Queen’s mercy. For the next year Quinn’s mother tattooed the child and his father composed a song that would bring him Home again. The plan was to leave, take their chances in the wilds, and hopefully return someday after the Queen had forgotten about their valley (Fey are notoriously fickle). The small family left with little time to spare. Unfortunately the Queen returned early. Many in Home were killed. Other were tortured. After waiting as long as they could the village eventually gave up the direction the family went. The Queen left and did not destroy Home (not out of mercy but out of inconvenience). That was the last they saw Quinn’s and his parents or the Queen until now.

The next year whizzes by. The group has equipment custom made for them by the Crafter. The Painter possesses a unique form of magic which can permanently bestow magic upon a person through a tattoo. Each of the characters also get one of these (along with other tattoos by the Painter’s apprentice). They begin to settle in, though always with a desire to get back to Innisfree.

During this year: Quinn connects with his family, Iola is courted by the First Speaker’s apprentice (an athletic young man named Nolaquen), the males of the group are pressured to marry (the Wise Man does this, obviously he is in charge of keeping bloodlines from getting to weird), the group’s martial prowess is noted and they are given an area of border to patrol, people hang on every word and note of Quinn’s songs and stories, and the two cultures generally get to know each other. Everything is provided for the group during this time.

It is also discovered that one very infrequent visitor is an old woman who comes from a world known as “Tuskwater Loch”….the group figures out it is the Old Beldame! With this the only lead the group waits and hopes for her arrival.

((OOC: This is a very broad stroke approach to what happened during that year. Please feel free to add in side stories, forum roleplay, etc.)

The group sits helpless, paralyzed by the dread lich Vordakai. One by one they watch each other being “processed” by Vordakai. When he gets to Quinn something grabs his attention, something on Quinn’s back (which the others cannot see). He leaves for a time then returns with an assortment of horrible looking tools and equipment. It’s obvious that he is meaning to skin the general alive.

Hope fades and despair sets in. In their darkest hour the heroes of Innisfree see a light…literally. Something on Quinn’s back begins to glow brightly. Vordakai covers his eye and staggers backward. The party is fascinated by the light and stare at it, completely absorbed by it. At some point they realize they are no longer in Vordakai’s lair, they cannot think of where they might be since the light commands their attention. Eventually the light fades, replaced by the comforting darkness of sleep.

They awaken in a world of extremes (each in a separate place, though close to each other, all are naked and with no equipment). Life bursts forth in every direction, plants and insects seeming evolving before your eyes. It is an land of complete wilderness. Everything is amplified. Plants are greener, the sky bluer, trees taller, animals larger and healthier, etc. Everything also has an edge of danger about it as well. Plants have thorns, insects stingers and mandibles, etc. Quinn recognizes the land as the same one he saw in his dream that night, years ago, when he slept among the roots of the Old Sycamore.

Unfortunately, Scotia wakes beside a Dire Boar that was rooting for mushrooms. She startles it and it attacks. Shockingly it is no normal Dire Boar, on it’s back are butterfly wings and it’s eyes stick out from it’s head and are insectoid in nature. The rest of the group converges and scares off the boar.

They come together to try and take stock. Thanks to their formidable knowledge of the planes they figure out they are on the First World. An infinite plane of wilderness and chaos. The sages back home call it a “first draft” of the real world, and say that it exists “behind” reality and not within it (like the other planes of existence). Natural Laws are incomplete, inconsistent, and ever changing here. They know it is the home of the Fey, and that the Fey can be particularly dangerous here (no fear of death). They also know getting into and out of the First World is extraordinarily difficult, requiring very powerful magics or an area where the fabric between worlds has grown thin.

The group cobble together some weapons. Quinn catches a strange pike. Only Scotia bothers to weave some clothing. Adal makes a pouch for some stones. Caelan and Wan-Fu are horrified to discover they have no (or little) connection with their god.

The strangeness of the land begins to become obvious. There is no sun, yet it is bright and warm. There is no day/night cycle, night falls instantly and only lasts 10-90 minutes. Fireflies fly over in the shape of constellations. An ocean worth of rain pounds down, but nothing gets wet (only sound and sight). Only forest (of insanely tall trees) can be seen in every direction. Etc, etc.

After some time they start on their way, hoping to find something. They travel along a dried stream bed for over a week, collecting food along the way. Thankfully Wan-Fu keeps them hydrated with Create Water. Eventually they come to the top of a cliff thousands of feet tall, they turn and travel a few days to discover a field of grass that is razor sharp. Scotia sets it ablaze, the entire field (many miles wide) goes up in mere minutes leaving only ash. The group follows the field then head back towards the dried stream bed.

Along the way the encounter and battle many strange creatures. Nothing is “normal” here. Deer with “switch blade” antlers, a wolf made of living stone (they give it a deer and it leaves), tree frogs made of dense wood, high speed Violet Fungi, an extremely horny Satyr (who bursts into camp sniffing the air and saying “Give me your women!”), a giant stag beetle with a glowing gland on it’s head (and it’s babies), etc.

The game ends when the group realizes they cannot find the stream bed again, despite careful mapping. Obviously the land itself can transform in their wake.

Confused and perplexed the group ends almost two weeks (they think) of travel no further ahead than when they got there. Their thoughts are with Innisfree, and with their friends and family back home. In a land of infinite chaotic wilderness, where does one go?

The group begins their journey to find the Nomen centaurs, exploring as they go. They discover (and avoid) a herd of mammoth near the bleached bones of a gigantic linnorn. They also come across a malevolent pair of will-o-wisps on the hunt (which are quickly dispatched).

One night the group is attacked by a slithering black horror with two palid arms known as a Soul Eater. After a challenging battle the creature is destroyed, leaving the group to wonder why it had attacked and where it came from.

The party eventually meets a Nomen Warband. The warrior centaur women charge forward, whooping and shrieking and putting on a display of strength. The group stands their ground while making it obvious they are not there for a fight. After a short discussion the group shows this warband Skybolt, the bow found among the Spriggan’s loot. It is requested the group return with the warband to speak with the chieftain, they agree.

After a few days journey they are lead to the camp of the Nomen. As they approach: “The camp itself sits in a low hillock surrounded by a sea of grass. A large bonfire dominates the center of the camp, around which more of the horsewomen dance in a primal rhythm long lost to the civilized soul. A scattering of opensided hide huts numbering no more than five score are ranged around the hollow, inside which other members of this tribe congregate, eat, or sleep. Everywhere, the heavily armed and armored centaurs sharpen weapons, tend to gear, or walk patrols, all with a feral economy of movement and sound. These are the true inheritors of an age long gone when the steppes rang to the thunder of their herds and the fury of their war cries, while the first inklings of civilization clung to shorelines and riverbanks like children to their mothers’ skirts—afraid of the dark wilderness and its wild masters.”

The first thing immediately obvious is that it is a society made up primarily of females. The men are protected and treasured (many of the men are still warriors, though generally archers). The group is lead to the chieftain as she is readying for the Centaur nightly ritual to their god the Moon Mother (an aspect of Desna). The entire camp (of hundreds) are already gathered here. There is no mistaking the hostility directed the group’s way. The chieftain, one Aecora Silverfire, listens to the groups story and questions. She gratefully accepts Skybolt (the fact it was missing is obviously a sore point among the centaurs) then asks the Duke to speak with her alone.

The two walk to a small quiet hill that overlooks the bustling encampment. In the gloam of twilight they talk honestly; ruler to ruler, warrior to warrior, parent to parent (you get the idea). Caelan learns that Vordakai is not a centaur god but a “slumbering warlord from the times of the mother tribes”. His name is spoken fearfully among the Nomen, his name associated with something ancient and powerful. There is a place Aecora knows of associated with that name, a place the Nomen are forbidden to go. It is called Olah-Kakenket, the Valley of the Dead. It is among the Nomen traditions to watch over this valley (from afar) for signs of disturbance or activity. Aecora believes the valley is some sort of graveyard and that the trail at the end of the valley leads to Vordakai’s tomb. As they talk it seems Aecora is avoiding something. Caelan finally pries out that a young headstrong Nomen has entered the valley (despite the taboo) and has not been heard from since. Ashamed, but knowing a fellow parent and ruler would understand, Aecora admits the young Nomen is her own daughter Xamanthe. She asks Caelan to find her daughter since the group is heading to Olah-Kakenket anyways. Caelan agrees. Due to the disruption two legged folk cause among her people she regrets to tell Caelan that the group must leave the camp that night. He understands. They head back.

Meanwhile, back at the camp, Quinn performs as Scotia does her best to simultaneously dub the performance into Sylvan, all the while Iola does an interpretive dance. The audience stands in stunned confusion. One of the few friendly centaurs asks Wan-Fu what it’s all about…he shrugs. A few in the crowd do enjoy the virtuosity of the music itself. Caelan returns and the group is off.

They make good time to the Valley of the Dead. Along the way a flash of insight strikes Quinn. He suddenly realizes that a particular crow (it has a slightly distinctive beak) has been following the group since at least Varnhold. Thinking back he realizes it has been hiding in plain sight for weeks! The group figure out a scheme by which they can kill the creature quickly without tipping it off that they know it is a spy. The plan is successful and Vordakai’s familiar is destroyed.

The group enters the valley, passing the Nomen’s warning wall of bone totems. The valley itself looks much like the surrounding land, though a strange feeling of oppression begins to grow and the normal sounds of wind in grass seems oddly muted. A mile in they come across the first of the gravestones, 6-10’ high steles which are badly weathered. The group searches for a while, but there is nothing here to find except for the illegible etchings of ancient cyclops on the weathered stones.

They eventually make their way to the path mentioned by Aecora heading up into the mountains, it is a great stairway made for creatures much larger than humans. In the shadow of the path they see a lumbering figure. Out of the shadows steps a cyclops zombie, guts hanging out and dragging a huge axe. Despite being a zombie, a slight glimmer of intelligence is evident in it’s behavior. The group dispatches the creature in short order. They climb the miles long stairway (camping in the middle) and finally find themselves coming out at the shores of a small lake. Cliffs all around, a waterfall the the right, and a towering natural column of rock jutting out from the middle (smoke or steam can be seen escaping through cracks in the rock face.

As Scotia flies around to scout the area a family of Wyverns take notice and the fight is on. Scotia nearly perishes, but the group prevails. Wondering if there is anything in the deep waters of the lake Iola throws a flank of wyvern into the lake attached to a rope, after many minutes the answer is affirmative as something very strong yanks the rope from her hands.

A small landing can just be seen from shore, the group (with their foldable boat) makes their way there. The landing leads into a hallway leading deep into the pillar of stone. And thus begins the extended dungeon crawl that is Vordakai’s Tomb. They quickly figure out that someone at Varnhold had been here before, breaking the magical (invisible) seal. The bracelet supposedly found by a river was actually found here…and is not actually a bracelet but a cyclops sized ring. Horse tracks, obviously Xamanthe’s, lead in deeper.

The group faces and discovers (deep breath): a group of cyclops zombies, an aquatic dinosaur (in it’s lair, an area that leads out to the river, this is the creature that ate the Wyvern flank), a room of pottery, an elaborate trap room with more guardian zombies (Iola’s spidey sense picks up the trap thankfully), a stranger room of obvious religious significance depicting Charon and with altars, a tomb with two soul eaters that kill Adal (they order the Queen to send Deoryr with the Queen’s raise dead supplies, regroup in the pottery room, raises Adal, and leaves Deoryr there), return to the altar room and go through the special bronze doors (they don’t figure out the “riddle” and set off the trap of Stygian Fire), fight a guardian Piscodaemon (very difficult, Iola almost dies), find Xamanthe seemingly dead (though really paralyzed, she isn’t able to tell the group too much, they leave her with Deoryr and order Deoryr to teleport away at the first sign of trouble or in 12 hours), find some secret doors in the tomb room, find a weird room obviously highly magical and with an eye motif, come to a room with a huge pool of tar and whose air is noxious (they fight an undead wizard here and defeat him), continue across the tar to the next part of the dungeon, find a huge room with a horrific scene of the council and significant members of the Varnhold sitting around a table with their heads cracked open and their brains scooped out…and more zombies (very difficult fight in the hallway, Iola almost dies, saved by Adal), another tomb area with the body of another Varnhold council member and it’s spectre (defeated), the group returns to dining hall and climb stairs to the balconey, find secret door, enter to discover a large pool of sulfurous water…and a massive evil water elemental (very difficult fight, Scotia almost dies, saved by Wan-Fu). (Whew!)

As the group is recovering from their fight against the elemental the large double doors to the next room slowly open, deep laughter can be heard within. At the door is another cyclops zombie, this one with plates of iron grafted to it. In the darkness behind a voice echoes. “Welcome little Duke, I give you one chance to lay Innisfree at my feet.” The fight is on.

The group makes short work of the guardian and prepares for their assault against Vordakai. Scotia makes the first move, strategically moving to an alcove, allowing straight access for the warrior types. Unfortunately Vordakai throws up a wall of force to isolate Scotia from the rest. Caelan goes nuts and begins attacking the wall. She tries to hide but to no avail. He blinds her then attempts to paralyze her (knowing she stands no chance, especially blind, one on one she mocks paralyzation until the wall of force comes down…yeah, that’s it). The whole time Vordakai stares at the duke, relishing Caelan’s rage. He takes Scotia to another room as Wan-Fu begins bashing through the stone walls. Vordakai patiently waits, studying his next victims through the wall of force.

What follows is the worst few minutes of Caelan MacCallan’s life (and probably everyone else’s as well). The fickle fates turn on our heroes, their attacks hit nothing but air, their considerable abilities seem useless, their incredible power negated by the turning of cosmic fortune. Vordakai slowly and systematically dismantles the Heroes of Innisfree. In his cruelty he purposely leaves the Duke till last. Before finally finishing the fight he looks at Caelan and says “You’ve lost your council little Duke.” Caelan attacks with wild abandon… but sadly falls like the rest. The entire group paralyzed the dread warlord Vordakai begins to strip the bodies, first magically then physically. Too late Caelan realizes what is happening. The last thing heard by Duchess Torri MacCallan from her husband through their telepathic bond is “I love you!”.

The session begins as the party deals with the aftermath of previous events. Iola is dead and they have captured 4 Spriggans.

Through the faith of Wan-fu and the mercy of Erastil Iola is brought back to life and healed at the town’s temple to Old Deadeye. A scroll of Raise Dead found at the temple is used for this.

Luckily for the group one of the spriggans (the formerly drunk one) spills the beans, much to the annoyance of the other survivors. Unfortunately he doesn’t really know that much. He tells the group that his tribe (the Culcheck tribe) came down from the mountains to discover Varnhold already empty. He tells them of a fearsome tribe of centaurs that roam the plains, and that the impressive bow discovered amongst the loot was stolen from the centaurs some time ago. Finally, he speaks of a haunted place a few days to the south, a grey stone pillar and the surrounding area that is infested by spirits.

Mercifully the group releases the one who snitched first, giving him a good head start before releasing the others.

After dealing with the prisoners the group decides to explore the town more fully (this also gives Iola more time to recover). Again, the town is completely deserted. The one unexpected discovery was the stretched and tanned hides of what looks like a horse, closer inspection reveals it is actually the hide of a centaur!

The group strikes out South from Varnhold, following the edge of the Tors of Levenies mountain range. They discover the former home of the Culcheck tribe, the trio of spriggans released together from Varnhold are found here. After a brief conversation the group continues on.

They continue to explore the foothills heading South. One night Scotia is plagued with horrible nightmares. The next day the group comes across an extremely peculiar sight. A bounding stag which appears to be leaping up through the ground then landing back underground. As it nears it stops leaping, staying under the surface. Rising up amongst the group is a twisted stag creature, it’s appearance a horrid corruption of Erastilian imagery. Scotia is shocked to recognize the horror from her nightmare the night before. After a tough battle the animate dream is dispatched.

They continue on, at night the group begins to notice a faint white glow on the side of a mountain. They make their way toward it. Along the way they are approached by a strange woman hidden in a copse of high bushes. She says her name is Zzamas. Only her face is visible initially and she speaks in a strange buzzing voice. She asks the group for help, she wants to return home. She offers a reward (a fancy chest) if they can help. They ask her to come out from the bushes, she does so reluctantly revealing herself to be a phase spider! She explains that she inadvertently came to this world from the ethereal plane through the Spirit Stone (which coexists on both planes). Once through she was chased off by a group of Xill that has set up camp around the stone.

The group agrees. They approach the area to discover a large group of Xill obviously enjoying some sort of intoxication which they derive from the stone itself. The group easily dispatches the group of addicts (thanks to some handy fireballs and well placed sneak attacks). Zzamas immediately makes for the stone, disappearing into it, before the fight is even finished. However, true to her word, she returns some time later with the promised chest (along with the treasure it contains). She thanks the group and returns to the ethereal.

The game concludes with the group heading NE for some exploration and in hopes of finding the Nomen Centaur Tribe.

Through the pouring rain the group continues exploring Varnhold. After Iola “finds” (nearly falls into) a couple of pit traps the group makes their way to the local inn, a place called the Water Horse. On their way in they notice the word “NOMEN” has been hastily scratched into the front door. Once inside the first thing they notice is a large gnome like creature (holding a book) frozen in place and surrounded by a strange amber energy (Scotia recognizes it as the effects of a Sepia Snake Sigil), the poor creature’s head had been bashed in though it’s face shows no sign of pain. They continue to explore the inn to find the bar has been looted of alcohol though the kitchen has only been half looted. In the rest of the inn they only find some possessions in one of the rooms and in the corner of the tavern sits a pile of books and papers. As the group rummages through these they quickly discover that they belong to Evril Pendrod (the academic from their Academy). Among Pendrod’s notes they find reference to an ancient jade bracelet found on a nearby riverbank and mention of something called Vordakai (a centaur god?). Pendrod believed the bracelet, Vordakai, and the Nomen centaurs were somehow connected. The inn is otherwise abandoned with no signs of struggle. The group leaves the injured Wan-Fu in the inn root cellar as they continue their exploration of the town.

They continue on to explore the local temple, cemetery, well (where they find another of the gnome like creatures bodies, this one small), grange, potter’s house, tailor’s house, and weaver’s house. All they find are abandoned buildings (except for a cat named “Dragon” in the weaver’s house, Iola befriends it and they drop it off with Wan-Fu). The entire town seems abandoned except for the ubiquitous crows. Next they explore the blacksmith and livery, the livery yard contains the carcasses of dead horses and the highest concentration of crows in the town. Again, abandoned with no signs of a struggle. As Scotia enters the livery yard a murder of aggressive crows attack, injuring and blinding the High Sorceress of Innisfree. Adal immediately retreats into the blacksmith while the others do their best against the swarm of birds. Eventually the group all take refuge in the blacksmith building and wait for the crows to dissipate. With Scotia injured the group returns to the inn to spend the night in the root cellar. The next morning Scotia has regained enough vision to continue. The group explores the gem cutter’s shop (which has been completely looted and destroyed) and a sod hut (where they find a journal and a Folding Boat). Finally they set their sights on Varnhold’s Stockade, which sits atop a hill overlooking the entire area. A thin column of smoke can be seen rising from it’s yard.

They approach the front gate to see the tops of 6 guard helmets moving around in the tower, it takes little time to realize the helms move with the wind and are obviously just propped up on sticks. The group calls out to no response, the still pouring rain making hearing difficult. Scotia casts fly on Adal and he flies over to unlock the gate. Unfortunately he is spotted. The fort is actually inhabited by a group of strange blue-green skinned feral gnome like creatures (like the bodies they saw in the town) and a small pack of wolves. The alarm is raised and the battle is on. The group try their best to talk to the creatures, but the inhabitants have none of it. The creatures enlarge themselves and attack. Magic and steel are tossed across the sloppy and muddy battlefield, the group comes out victorious though at great cost. Iola is slain attempting to retreat from the creature’s chief (a fearsome warrior skilled with the great club).

At the end of the day the group has secured the town and captured 4 of the creatures. Still no signs of human life. The session ends as the group takes Iola’s body to the temple of Erastil and decide what to do (have Wan-Fu try and use the scroll of Raise Dead they found or contact Jhod and Deoryr to raise Iola).

(Quick retcon: It is established that Caelan’s son has had his naming ceremony and that the child’s name is Dannon.)

The group readies themselves for their trip to Varnhold. While doing so they learn of a few more possible jobs/missions they might accomplish during their trip. First, a local aristocrat named Edrist Hanvaki has a brother who is overdue from returning from Varnhold. Edrist offers a reward for Tomin’s safe return or at least to learn the fate of his brother. Second, the chef at the Duck and Wagon (Jamery Gerbaskin) wants an undamaged Roc egg. If he gets one he will organize an omelette cooking competition in Innisfree.

The group decides to travel cross country to Varnhold so that they may do some exploration along the way. Along the way they have various encounters: a group of Worgs, a young Silver Dragon who is searching for an elder of his species in the area, and some very shy Grigs who live along the banks of Silverstep Loch (the Grigs seemed preoccupied by finding out whether Tyg-Titter-Tut sent the group or not).

One devastating encounter involves a band of 4 Cyclops. The two groups saw each other from a distance. As the group approached to talk with them the Cyclops were setting up a hasty ambush. As the group crested a hill the giants opened fire with crossbows and the battle was on. The first moments of melee were swift and brutal as the Cyclops charged with their greataxes. Within seconds the Duke was slain, dead before he hit the ground. The battle resumed and the group is victorious.

Wasting no time the group makes haste back to Innisfree (sending the silver raven ahead of them with orders). They decide to make for Iola’s estate. They worried that if it was known that the Duke was slain there would be panic; Quinn, through magic and mimicry, impersonates the Duke for the trip to keep up the facade. The arrive to find the Queen and High Priest awaiting them. After some tense hours Caelan is brought back to life through the power of Jhod’s prayers. Everyone is extremely relieved, in particular Jhod who became quite emotional afterward. The Duke spends some quality time with his wife and son before the group is off again.

They find an abandoned, but newly built, tower in Varnhold Pass. In heavy rain they arrive at the town of Varnhold. The place seems utterly abandoned except for the crows. They explore a pig farmers property (and fight the starving boar hidden in the barn) and cross the river by the natural ford (and have a difficult fight with the Chuul that has set up shop there).

The council responsibilities of the characters take precedence and a year an a half whizzes by. During this time the Duchy grows by leaps and bounds. Vitally needed buildings and expertise is added to all of the communities of Innisfree. Also some major projects were completed, these include: a Courthouse and Mint in Deepwater, a Brewery in Guinness, and a Resort at the Skunk River hot springs.

Two historic events also took place during this session. The Constitution of Innisfree was completed in Arodus of 4718, making Innisfree a nation of laws. And Caelan’s first born, a son, was born two months later.

Finally, a few other things happened that were noteworthy. Jacobi’s wife Mary had a daughter whom they named Scotia. Strangely, the child has begun showing signs of fire sorcery (at an incredibly young age). Rumors fly that Scotia love Jacobi and used some foul magic to arrange the awkward situation. The less superstitious believe this has more to do with Jacobi baptizing the child at a church of Cayden Cailean than any real connection between he and Scotia. Also, a Marsh Giant attacked the newly built resort and spa (causing some damage). The group dealt with the creature, though almost lost some members by their own hands due to a well placed confusion spell.

At the conclusion of the session the group begins learning of trouble in the neighboring settlement of Varnhold. A Swordlord by the name of Jamandi Aldori formally (though secretly) requests the group find out what has happened since Restov dares not show support for the fledgling settlements at their Southern Border (for fear of the Brevan Crown). Callum Argyle also sends a charter for the group to stop the nuisance of the Nomen Centaurs on behalf of Restov; either by force or by negotiation. Scotia also learns that a researcher from the Academy, one Ervil Pendrod, has not returned from his trip to Varnhold.

The game ends with the group readying to hit the road once more. A welcome thing after two and a half years of council sessions.

This session was very much a meta-game session, we quickly skipped through the journey home and then went straight into a long session of kingdom building.

On the journey home:

Quinn performs for the Pharaoh of Osirion, unfortunately it is a forgettable performance.

In Absalom the group meets with the Pathfinders, visits the Great Library, advertise the kingdom and Scotia’s new school, Scotia buys some books, and research the River Kingdoms. They also talk to a sage about Starhold Prison and the shard they found in the Mwangi Expanse. The sage tells them that both are artifacts of the Mercane, an inter-planar and inter-stellar race of magic merchants who haven’t been seen on Golarion in many centuries. Though there is much scholarly debate around these topics it is believed that the prison was buried by a less reputable mercane merchant house to bury their mistake; also it is believed that the shard is a later mercane artifact which is designed to negate plane shifting and teleportation. While much more study is needed the group is told that the shard might be able to be used to shut down the prison.

In Almas Quinn’s investigations into his parent’s past bears fruit. He wasn’t able to find out anything about his father, but he does learn about his mom. She was part of an adventuring group consisting of 3 people (Fara Laduren an air sorceress from Cheliax, Harn Jorun a barbarian from the lands of the linnorn kings, and Pendra Polpopinger a gnomish rogue from Cheliax). They were a typical adventuring party that adventured in the Andoran, Taldor, and Qadira regions. Their final mission involved trying to uncover a cult, something about “Lurker on the Threshold”. Quinn is also told that his investigator accidentally reported some of this information to a man who looks exactly like him and goes by the name of Crevan the Gray Fox.

In Kyonin the group meets with Adal’s father. They find out he is a high ranking ranger in Kyonin’s defense force fighting the forces of the Tanglebriar near the town of Arabrecht. It was he who arranged the shipment of bows to Innisfree. He does what he can to keep tabs on Innisfree from afar. Wan-Fu also meets with his family.

The group finally gets home near the end of Lamashan 4716, almost a full year since they left for their epic journey to the South. A lot has happened in the past year:

Verina Chanistasta is in prison for assault and murder. She did not take the news of Kesten Garess’ death well and when she overheard a racist loudmouth woodsman insult both her and her former lover she went berserk. In the end the woodsman (Jeremy) was dead. The council decides to wait and sentence her later, perhaps a quest to redeem herself.

The Bronze Dragon Colette Desmarais spent a few weeks in Innisfree before moving on. The kingdom was just not yet ready to host someone of her taste and refinement. She left an address in Cassomir, Taldor.

The first annual Eel Festival was a rousing success (bringing in a lot of money to the kingdom). The winner was Tyg-Titter-Tut’s team of herself, Pervilash, and Munguk. Half the winnings were spent on whiskey and lentils, the other half on paint and a paint brush. Noone knows where Tyg got the entry fee in the first place.

Iola’s group has set up a Noble’s Villa and begun planting their vineyard a few miles SE of Deepwater.

The Mivonian Tinker Alex Greenbough has moved his family up to Guiness from Mivon. Oleg authorized a start up loan, a house and exotic craftsman was set up in Guiness.

In Deepwater 2 tenements, 3 houses, and a black market were created. (The black market is still a bit of an open secret, many people know of it and many don’t.)

Two professors from Liberthane have moved to Deepwater to work at the academy (one of political philosophy and the other of military history); also a small group of Andoren halflings have moved into Stagholm.

The Hydras have grown up and their trainer begs for better housing for them. While trained they are still aggressive and ravenous.

Reported to Quinn and Scotia only: Mr Hammer and Castiel tell them that a homegrown crime guild has sprung up in Innisfree. It is called the Silent Order and led by someone known as the Faceless Man. They have been keeping tabs on this guild but have not done anything about it. Crime has actually gone down and the guild has done much to keep other influences from the River Kingdoms at bay. Mr Hammer and Castiel leave it to Quinn and Scotia to tell the Duke or not (and they don’t).

Also reported to Quinn and Scotia: Everyone but the Pharasmites are serious creeped out by the Queen-to-be. When close to Torri malevolent voices and sounds can be heard, small objects seemingly move on their own often in an aggressive manner, and once a piece of chalk wrote the word “KILL” while she was with some commoner children. Most people now avoid her.

There was also a series of kingdom events that happened over the past year. These include: gift of food from Sootscales, Disease in Deepwater, silver mine playing out, unrest due to group’s absence (Grigori soothes the masses), more disease in the overcrowded Deepwater, and an extremely generous gift from Rolgrimmdur (masterwork armor for the army).

After all this exposition the group is finally able to get down to the business of kingdom building. Many long and raucous council meetings happen over the following months.

Three new council positions are created. Chief Justice: Fadil Ebe is given this honor and begins drafting the “Laws of Innisfree”. Economic Advisor: Iola Voralius takes this role and begins advising, as well as being mentored by, Oleg. And Head of the Royal Guard: Wan-Fu takes on this role and is responsible for the security of the Duke and Castle Tusk.

Innisfree expands in all directions. Many farms, camps, roads and bridges are built.

In Deepwater: a new city district, school, water tower, some houses, and a market.

In Guinness: a smithy, school, monument to the workers (after industrial accident event at gold mine), water tower, and an arena (houses Hydra when not being used).

In Stagholm: a smithy, school, water tower, and monument to the faithful (Erastil).

Kingdom events include: bad weather, “leaders are made not born” (free leadership feat for council members), industrial accident at the gold mine, a growing sentiment to get rid of the Sootscales now that they aren’t producing silver, food surpluses, an economic boom, and the return of your old friend Guglielmo the Janni.

Finally, and perhaps most importantly, on Archer’s Day (Erastus 3rd) 4717 Duke Caelan McCallan takes Torri to become his Duchess. While few approve of his choice of brides, it is a joyous occasion. Dignitaries from far and wide attend the event. The wedding happens at the Temple of the Stag in Stagholm. Also wrapped up in this event is the unveiling of monument to the faithful as well as a ceremony performed by an Absalonian wizard (paid out of the treasury) whereby the Duke and Duchess now have a permanent telepathic bond between each other.

The adventure begins with the group trekking across the desolate Kho-Rarme Pass. It is two weeks of heat, sandstorms, and slow travel. Along the way they are at times guided by a flame in the distance; also they come across a massive dead Behir killed within the last few days. As the group leaves the pass they see a majestic phoenix flying back North.

Beyond the pass is a hilly land, which gradually transitions from arid to lush to full jungle. The group comes across a local who is moving some cattle. Thankfully Iola knows Polyglot and is able to communicate with him. He tells them how to get to the village of Ombassa.

The group quickly finds Tophran (the Chelaxian man mentioned in Faramore’s letter) who turns out to be an outfitter for those heading into the jungle. They find out Faramore is overdue by weeks, and believed to be dead. The group explains the situation (that Faramore’s brother Roland is dead) and convinces Tophran to give them the directions to the temple. He does so, sells them some survival gear, and arranges a boat and boatman (his brother-in-law) to take them down the river.

The group travel down river. They are attacked by a couple of Girallon’s (and are watched by a huge silverback girallon from the jungle). After a few days they head into the jungle. They have to deal with the hazards of the jungle (disease, quicksand, poisonous plants, aggressive insects). When they are close to the temple the draw out the Bulette they know is around (so they won’t have to deal with it later). They kill the creature (along with a troublesome poop-slinging monkey).

The next day they head to the temple. They are immediately attacked by the dark-elves that inhabit the place. There is a long running battle against: drow, 2 hill giants, and a drider sorcerer and his barghest companion. They find a key to get into the inner temple.

The inner temple appears to be a room within an alien landscape. The floor has been shattered and is now a series of islands surrounded by strange mist. They see an altar to Erastil across the room, it is in the shape of a stag’s head with expansive antlers.

Thanks to an inspired moment by Wan-fu (praise Erastil!) the group immediately figures out there is an invisible bridge across the room. The group fairly easily dispatches of the drow and human warrior (in red dragon style armor) protecting the room.

They find that a large crystal with alien lettering carved into it rests in the antlers of the altar. The lettering is similar to those found at Starhold Prison. They take the crystal (finding out it won’t go into a bag of holding). As they head back out into the main gallery they see the spirit of Eugene, now at peace. He bows to them then disappears.

The game opens with the captives of the gnolls reaching Caelan and Jean who are defending the cave leading into the former giant scorpion nest. Caelan falls defending these people against a giant scorpion, thankfully Jean finishes the creature off and bandage up his mentor. Wan-fu finds them, heals Caelan up, and tells Caelan that he is tapped and that he will take over defending the cave. He tells Caelan where to find the group.

The group finishes exploring the fortress of the (now deceased) Laughing Marauder. Iola picks the locks to the chained off area. Inside they discover a greater shadow (which almost one-shot’s General Quinn!) and defeat it. The area is mostly collapsed, though they do find a fountain with a Decanter of Endless Water built into it…which of course they loot. The only other thing they find in this area is an ancient statue of the god Nethys.

They make their way back to An. A group of gnolls catch up. Speaking with Iola they tell her that the new alpha is happy the Laughing Marauder is dead. They offer Iola a nice sword if she and the group don’t tell the humans in An where their town is. She agrees (lying) and off they go.

The group makes it back to town. The “leader” of the captives, Dendera Ebe, invites the group to her house that night. The group drops off the remaining captive to city officials and make their way to Dendera’s house.

When there they find out Dendera and her household (her husband Fadil, her daughter Habibah, and six slaves) are extremely appreciative to the group for saving Dendera. The family tells them they owe them everything and that nothing is too much to ask of them. After a long evening of conversation they encourage the family to move North to Innisfree. The skills of Dendera (a architect/engineer) and Fadil (a renowned lawyer) would be invaluable to the kingdom. And Habibah, who is a natural magic user, would be welcome in Scotia’s planned “School for the Gifted”. The family agrees, they believe the group are good and honorable and would be willing to swear allegiance. The group also discovers the family worship Sarenrae.

The group supplies up, learns about the trip, and head South. The trip to Ipeq, the southernmost major city of Osirion, is uneventful. They continue on, quickly leaving major roads and civilization behind them. They make it as far as the Slave Trenches of Hakotep, a fascinating and ancient series of earthworks built in geometric patterns and dotted with broken black obelisks. They are attacked by a massive earth/sand elemental and they destroy it.

Game concludes just as they pass the Slave Trenches, heading into the infamous Rho-Karme Pass.

The group starts in the giant scorpion nest, the remains of many humans litter the ground. They continue through the cave system (killing off the baby scorpions and eggs along the way). They find a narrow side passage. The follow it and come out in a cave with 6 captives of the Laughing Marauder. A woman named Dendera Ebe speaks for the group. They discover there is a jailer nearby and they learn that the captives believe they are being held in order to be eaten by the gnolls. The group sends Dendera back to Caelan and Jean (who were keeping an eye on the scorpion cave system.)

Iola unlocks the jail cell door and the group begins exploring the fortress. They kill the jailer and some sleeping gnolls. They discover a kitchen/butcher-area/unholy altar room, it is obvious that this is where the human captives are butchered for the gnolls. The altar has a painted symbol of Lamashtu on the wall behind it.

The group has a large battle in the next room (dining area). Battered and down on resources the group decides to press forward while they still have an advantage. The group explores a bit more and then they find the throne room.

The Laughing Marauder simply says “Destroy them” from behind a curtain. The group charges forward, Wan-fu falls into a pit trap that was covered by a rug with a Lamashtu symbol. Just then a great and swirling Sand Golem enters the room from behind another curtain, it attacks.

What follows is a very challenging battle; first against the Golem and then against the Laughing Marauder along with some bodyguards and members of his harem (who were creepy gnoll women “blessed” by Lamashtu to raise as zombies when they are killed.) The group prevails (despite some Rod of Wonder fun and games) and loot the room. They find the vault and find many valuables stolen from local caravans and a magic staff.

They also find a letter leading them further on to the Mwangi Expanse!

The game ends here, the group wanting to explore a barred and chained door they had seen on the way to the throne room.

The group bids farewell to the Skipper and crew of Delores, they head into the great city of Sothis. It is a loud, smelly, crowded city of confusing streets; it is foreign and overwhelming. The first few days are spent dealing with red tape and minor bureaucrats. During these days Scotia and Iola have some fun with the local street children (culminating in the group literally having to flee the street as a mob of begging children rush toward them), Adal chats up other adventurers, Wan-fu feeds the poor and discovers some important information, and a truly inspired Quinn gives some legendary performances at the Inn the group is staying (The House of Reeds).

During these days Wan-fu finds out from a recently “retired” fighting man that the Laughing Marauder is a rough translation (Eutaicho Katai-turuq) of a bandit lord near An. The group learns that the Laughing Marauder has been hitting the main roads around An every few weeks. The bandits are careful not to target anything too big or too important and they also take the people from the caravans (again, except anyone too rich or influential). They also learn that this bandit group is made up of gnolls riding dire hyenas.

The group buys some magical desert survival supplies and walk to An. Along the way they encounter some sand burrowing Death Worms and a group of papyrus merchants. They learn from the merchants that some of the Laughing Marauder’s bandits had been captured on the last attack and that they were currently on display in An’s main square.

The party heads into An and soon finds the main square. There is only a single remaining gnoll, chained to a great stone. The gnoll (whose name is Narl) feels betrayed by the Laughing Marauder. He tells Wan-fu if the cleric can end his suffering (kill him) he will tell where the bandit’s hideout is. It is agreed. Narl gives the group a landmark in the Shining Mountains to look for, he also tells them that approaching from the East would be impossible (a gnoll town and fortifications) but that there is a cave on the West side of the mountain. The hideout is inside a mountain.

The group heads out, thanks to Adal’s wilderness skills and other’s geography skills they soon find the hideout. After seeing the gnoll town they sneak around the mountain to find the cave in the West. The see from a distance that the cave is inhabited by giant scorpions. They make their way to the cave under the cover of darkness (killing a few scorpions on the way) and get into the cave (killing more scorpions quite easily…though Iola does get into some trouble.)

The group makes good time through the civilized land of Andoran. Traveling by foot they experience Andoran’s people and places unfiltered. They see what a large and wealthy country can be.

A couple days North of the capital of Almas the group comes across a group of soldiers (Andoren Eagle Knights) searching some wagons on the road ahead. The owner of the wagon seemed to be quite animated and was trying to stop the soldiers from taking away supposed “contraband”. A young gangly soldier on the road tries to wave the characters off. He doesn’t look quite right and is definitely not acting like a soldier. The group decides to intervene.

They ignore the soldiers warnings; the wagon owner’s pleas seem genuine (the soldiers are stealing family grape vine cuttings!) and something is definitely a bit off about these soldiers. After a display of strength and prowess the group makes it clear they are not messing around and will get to the bottom of what is going on. The leader of the soldiers very obviously has no stomach for a fight and they run off.

It is now they meet the Andoren woman Iolanestri Voralius; youngest daughter of the famous vintner Voralius family. They discover she is heading North to Innisfree to settle and begin some business ventures on behalf of her family. The group avoids telling her that they are in the ruling council of Innisfree, deciding to feel her out a bit more.

Iola, incensed by the encounter with the “soldiers”, insists she will travel back to Almas with them to report the incident to her family. They agree.

That night the group is attacked by a pair of Belker’s, demonic smoke creatures from the elemental plane of air. A shadowy figure is seen blinking away as the fight begins. Again the Duke seems to be targeted specifically. The group defeats the monsters.

They head South and soon find themselves in the metropolis of Almas, likely the largest city any of them have ever seen. Iola takes them to her family mansion. One of her elders sisters appears exasperated as Iola makes her way to the door (obviously Iola returning so soon with a “problem” was not entirely unexpected.) Her sister, after seeing her sister with a road weary group of adventurers, tries her best to get Iola to drop what has happened (Uncle says she has to quit bothering the family lawyer so much.) Iola, threatening to embarrass the family if she does not get her way, insists and as usual her sister bends.

The group is set up in the guest house (nicer by far than any house in Innisfree). Iola finally discovers who the group really are and an agreement is proposed.

They spend a few days in the city. Quinn is finally able to sew some oats and simply just be a fun-loving bard for a few days; he also sets to finding information about his parents now that he knows their real names. Scotia spends her time at Almas University speaking with various sages and professors. Adal spends time spreading the word of Innisfree among the halflings, putting up posters regarding Innisfree’s Eel festival, and speaking with other adventurers. Caelan’s time is taken up with formalizing an agreement with Iola and the Voralius family lawyer. And Wan-fu seeks out and talks with various elves around the city.

The group then sets to the task of finding passage across the Inner Sea. Of the various options they decide to travel with a lumber freighter by the name of Delores. Her captain, Skipper Hayden Sterling, is a displaced Rostlander and is very excited to have people from his distant homeland aboard. Caelan immediately befriends the crew by bringing treats and Rostish home-cooking aboard with him.

The trip to Sothis is mostly quiet, punctuated by a very dangerous battle with a juvenile Sea Serpent. The battle almost costs the newest member of the team Iola her life, but as always the heroes of Innisfree prevail.

The game concludes as Delores is sailing into the huge city of Sothis. If the group feels they’d seen strange and foreign lands thus far….they ain’t seen nothing yet!

After a night with Eugene’s father the group meets with the leader of Rolgrimmdur, General Hayla Sagginsdottir, the next day. They then spend the next month with the dwarves after the offer of Hearth Haven was offered by General Sagginsdottir. (For details see the forum thread: Visit to Rolgrimmdur.)

Hearth Haven is consummated and a formal alliance between Innisfree and Rolgrimmdur is established.

The group sets off South. There is a bit of trouble with a Chimera-Manticore crossbreed and a couple of bears, but before long they are crossing the border into Andoran. They come across a lonely frontier inn called the “Weary Ferret” and decide to spend the night.

Inside they encounter a very suspicious situation. There are only a few patrons and the bartender tries to quickly get rid of them claiming “We’re full up”. After a bit of discussion the bartender goes into the kitchen, after a short time he returns to say that some rooms have opened up. Something is obviously wrong. The barkeep and cook don’t seem to know how to run an inn, the other “patrons” just sit there, bits of broken pottery and blood stains can be seen here and there.

The group retires to their rooms to discuss the situation. In the meantime those on the main floor begin piling tables and chairs and soaking them with whiskey. (Quinn sees this as he is scouting around invisibly.) The men light the inn on fire and wait outside to ambush the group.

A battle ensues, many of the men getting away in the darkness. The inn staff is found in the burning building and rescued. The group allows them to keep any treasure claimed from the ruffians, including a massive ruby. They spend the night in the stable.

The next day they discover a group of Andoran law enforcement putting up a wanted poster. The poster depicts the men they battled the night before. They discover that these men are thieves on the run after a museum robbery in Almas. The group reports their experience with the thieves to the authorities, and let them know of the ruby now in the hands of the innkeeper.

The game starts as the group makes their way into Isarn from the side trail the Marquis of Liberthane directed them to use. They pass through what was once a beautiful neighborhood, now burned and destroyed by 4 decades of mob hysteria. They get to the city proper and meet an old woman begging for money. She engages them in conversation, trying to suss out various bits of information. She directs them to a nearby cafe and says they should talk to the owner, Rebecca.

In the cafe Rebecca serves them coffee and a meal. Rebecca as well does her best to pry some information from the group, but they are far too wary of the situation (and rightly suspicious as to why these strangers are trying to find out so much about them). Rebecca lets them know they ought not to look like foreign warriors or adventurers and that it is safest in Galt to blend in with the locals whenever possible. She directs them to “La Maison de Metege” for some new outfits.

They follow her directions and find themselves at a very upscale clothier’s run by a Gnomish fashion designer who refers to himself as “The Great Metege”. One last attempt at finding out information from the characters is made, they again dodge this inquisition. Seeing a mob listening to a speech made from near a guillotine they then begin to make their way out of town looking more Galtish (though some just decided to throw a cloak over themselves, weapons and armor still pretty evident…not suspicious at all…DM is very happy he didn’t roll an encounter in Isarn. lol)

The group decides that walking would be the easiest way to get across Galt, they begin their journey South to Woodsedge. Travelling across Galt they encounter “Rouge Robere”. They learn from Jean that this man is famous in these parts for robbing from travellers and giving the proceeds to the local common folk. Rouge Robere makes a very convincing and impassioned plea as to why the people need 2000 gold pieces. As he puts it, with the politicians distracted with trying to appeal to the mob and law enforcement more concerned with rooting out “enemies” of the rebellion there is no one else who will look after the common rural folk. They bargain him down to 1000 gp and are on their way; they are unimpressed by the thuggery but genuinely concerned about the people.

They pass a group of soldiers with no problem. Closer to Woodsedge they are ambushed at night by a trio of shadows, all three seem intent on killing Caelan. The group destroy them. In the morning a single set of humanoid footprints can be seen in a muddy patch near the campsite, no tracks leading too or from it.

The group passes through Woodsedge and crosses the Sellen River by ferry. The travel the next few weeks along the eastern foothills of the Five Kings Mountains. They are attacked by giant rock chameleons and a pair of hill giants in two separate encounters. The latter encounter being a bit of a problem given the giants’ superior position (they were set up in ambush), but the battle ended dramatically as Adal and Wonfu decimated the giants with stunning efficiency (critical hits).

The group arrives at the dwarven city of Rolgrimmdur. Rolgrimmdur is Eugene’s home town and the place where a majority of Innisfree’s dwarves come from. They find out it is a city whose economy is based on military production and training. Weapons and armor smiths abound, siege weaponry is being produced, mercenary companies stand ready, and a famed military college is housed here. While Rolgrimmdur itself is a peaceful city, they know what they are good at.

The group quickly tracks down Eugene’s father at the Lockwood Brewery. Eugene’s father, Glanoril, and Quinn are shocked to discover they have met before. (Glanoril was one of the dwarven brewers mentioned in Quinn’s backstory.) Glanoril tells his story.

A keg of special Lockwood Mushroom Stout (the darkest, thickest beer known to exist on Golarion) is given to the Duke, a gift from Glanoril for all Innisfree has done for his family. The duke shares this brew with Glanoril and tells the old dwarf of the last years of Eugene’s life.

It is discovered that the dwarves of Rolgrimmdur are very interested in the new Duchy of Innisfree; also they are keenly wishing it success.

(Slight Retcon) As the group explores the goblin cave the come across an elf tied to a spit near a fire. Beside him is a goblin picture book which details how to make elf pudding. The group frees the elf and tends to his wounds. They discover his name is Wonfu and he is a warrior-priest of Erastil. In return for saving him he asks if he could travel with the group and aid them on their quest. It is agreed to.

After creating a cairn for Galford, visible from both river and road, they say some prayers over him and are on their way.

A few days down river the boatman is forced to make camp early to do some simple repairs to his boat. They land in a heavily forested area, a long way from any civilized area. The group discovers that they have camped near an old forgotten cemetery. Tombstones and tombs dot the forest landscape and foul odor is detected. The group, knowing there is going to be trouble, head into the area. They do battle with a pack of ghasts, defeating them convincingly.

A day later the boatman lets the group off and they begin by foot towards the city of Isarn. While travelling the plains of the southern River Kingdoms the group is attacked by a ferocious bulette as they were resting. After a tough battle they defeat the creature, Wonfu immediately unleashes some positive energy to heal the group. The land-shark gets back to its feet (as it was in the area of effect) and the fight is back on…though only briefly. The group kills it again. The next day they skin the massive creature, they take its hide and claws.

As they begin travelling again they are spotted by some local farmers who seem to be very excited. They discover the bulette had been plaguing this land for almost a month, many farmers and their livestock had been killed. They also learn there is a reward for killing the creature. After a night of meals and celebration with a number of the local farmers the group continue on to the city of Liberthane, the last River Kingdom settlement before the border of Galt.

At Liberthane they are given a heroes welcome. They are taken to see the Marquis de Liberthane Girault Rousseau. He gives them the 15,000gp reward and welcomes them to his city. Caelan and Girault have a lengthy meeting and discover that despite their differences they have much in common. Girault is an aristocrat through and through while Caelan is always focused on the common folk, yet both want peace, order, security, and opportunity for their people. The solid foundation of a friendship is fostered during the group’s few days here.

As they explore and speak with it’s people the group discovers Liberthane is a place of learning and ideas, but at the same time a place ready for battle. Liberthane is a place for the old ideals of Galt; a throwback to the glory days of that once great country. Because of this however they live in fear that the mob-mind of Galt will one day focus it’s attention northward towards them. Their army is well trained and ready for the worst.

The Marquis tells the group that they will face a lot of hassle if they take the main road South. He tells them of a small side road that weaves through a small stretch of forest near the village of Vonda then comes out into a “safe” area of Isarn. He also gives them the name of a river captain that can be trusted. The group thank him and are on their way. On their way out a young man rushes forward and asks the Duke if he could be his squire. A brief interview is given and Caelan agrees. Jean DeArgent is now Caelan’s squire.

The group takes the side road, and as promised they are able to cross the border without a problem. In fact they don’t meet many other travelers at all along this route. As they get close to the village of Vonda they hear ahead of them the baying of hounds and the shouts of an angry mob. They also hear something even closer crashing through the forest, something big. The group readies themselves.

They are shocked to see breaking through the brush a severely wounded bronze colored dragon. It’s right wing is broken and dragging behind it. As the creature sees them standing in its way it collapses to the ground, expecting a certain death. Instead the group quickly move to protect the dragon. The mob comes closer then releases their hounds. Despite the group’s warnings and threats the mob is determined that they will kill the dragon. The fight is on.

After a fairly difficult fight (Galtan soldiers and peasants are an experienced and tough lot) the group prevails. They heal themselves up and then the dragon.

When the dragon finally comes to she thanks them for saving her and apologizes for not being able to reward them as she once could have done. They find out her name is Colette Desmarais. She is a bronze dragon who has lived as a human for many decades. She had come to love Galt back in its glory days of sophistication. She had lived as a wealthy socialite and philanthropist in the capital of Isarn until the revolution then moved out to her vineyard near Vonda. Quietly she has been trying to bring some order back to the chaos. Sadly, the day before, she told her fiance Rene of her secret identity. The next day she was ambushed by soldiers and a mob. Between the ambush and the fact that she was trying her best not to kill anyone the fight quickly got outside of her control, in desperation she fled.

During their discussion with Colette they also learn that their friend Eliza Petulengro is a major figure in the counter-revolution in the South of Galt. The group tries to convince her to go to Innisfree, the Duke even drafts a letter for her to bring with her directing the council to welcome her to the kingdom. After a few seemingly random questions Colette just nods and says “she’ll think about it”. The sounds of another mob can be heard. Colette makes sure the group is okay then flies off (not before scaring off the mob though).

The group makes it’s way to the city of Mivon. Along the way they help a group of pumpkin farmers who were being attacked by worgs and wolves. They find out there is a bounty on wolves and worgs and take the tails to bring to Mivon; Adal also recieves his choice of pumpkin. They escort the farmers (with Galford’s Eidolon helping to haul the wagon since the draft horse was killed in the attack) the rest of the way to Mivon.

Once at the gates there are two small groups waiting for the characters in the cold Neth snow. One is the owner of the Fish Hook Tavern who wants General Quinn to perform at his venue; he obviously wanted to get a jump on his rivals. Quinn agrees, the group’s food and lodging (and drink) are free for the extent of their stay. The other group appears to be 5 well dressed city officials. The Duke meets with them briefly then tells the group that he has some official business to take care of with this group and asks them to go shopping and get settled in without him. It is agreed they will meet at the Fish Hook in a few hours.

Some selling, collecting of bounty’s, and shopping occurs. Adal speaks with some local craftsmen. When Quinn shows up to the Fish Hook to prep the crowd he discovers there is some correspondence waiting for him. It simply reads: “We have the Duke. We want 5000 gold pieces.”

The group gets together and Quinn shows them the letter. They do not have the money, so they start thinking about other alternatives. Scotia and Quinn head to meet with Mayor Selline while Adal and Galford go to meet with the gate guards at the gate they entered through.

At the gate they are lucky in that one of the guards have a photographic memory. They get a detailed description of the suspected assailants and find out they took him down Green Street. Back at the Mayor’s office Scotia and Quinn have to wait a very long time before getting to see the mayor, other’s are allowed in and shown out in the meantime. Adal and Galford catch up in time to get into the meeting. They inform the mayor of the situation. He is “very concerned” and assures them that he’ll “get his best men on it”. Dissatisfied with this response the group investigate themselves.

They head down Green Street. They find a couple of kids making a snowman. They ask if they’d seen anyone with a large stag helm. The one kid asks “They guy in the dress?” They know they are on the right track. The kid’s mother hollers for him to get inside, the kid says “These guys are askin bout that guy with Uncle Rufus!” After some difficulty the group is eventually able to intimidate the father into giving up the location of where his brother-in-law had most likely taken the Duke. He tells them that Rufus has a fishing shack out in an area known as “The Ponds”.

The group heads back to the tavern. Quinn performs a few songs to whet the crowd’s appetite for later. During the performance a man is spotted in the crowd obviously trying to get Quinn’s attention. Quinn, through his bardic magic, causes the guy to head outside. Outside the group finds out that this man (Trevor) had been sent to collect the ransom. They tell Trevor that the jig is up and they know where his friends are hiding the Duke. He is obviously terrified and quickly agrees to whatever the group asks of him. They find out the Duke was captured so that Rufus and his little gang could get the funds to start up a criminal guild.

The group heads out into The Ponds and find the fishing shack they had been told about. Quinn gets close due to a disguised voice and the cover of darkness. A few spells later the kidnappers are thrown into confusion and are defeated in battle. Two of the gang escape (Trevor and another). The find the Duke beaten, stabbed, and battered (the stabbing occurring during the fight when a blind gang member tried to coup de grace him and the battering occurring when the shack collapsed on him when Scotia destroyed it with a fireball.) They throw the bodies into the swamp and take the Duke back to town. A sack of 50gp is left for the family that gave the party information along with a note letting them know of the opportunities and rule of law that exist in Innisfree. The night is concluded with Quinn giving a great performance for the patient crowd.

The next day the group meets again with the mayor. He is relieved that Caelan had been rescued so promptly by the party, he commends their efficiency. He also lets them know that while many are not happy about it Innisfree is being considered as the newest River Kingdom. As such he informs them of the “Six Freedoms”, a sort of code of conduct generally agreed upon by all of the River Kingdoms. Quinn forcefully presents the belt buckles of the would-be guild members and demands a reward. The mayor gives them 200gp for the valuable service they performed.

The group, having found out earlier that Kyonin would not be that easy to visit, decides to leave that for the return trip. They hire a boat to take them South along the river. The next day they set out. The first three days of travel are quiet. On the evening of the third day, while the boat hit shore to make camp, a halfling was seen peeking over a hill.

Adal and Quinn go to explore and discover a very strange looking halfling standing on a road. He wears all orange and has weird proportions (eg. a head that is too big). The halfling informs them that “Human’s go dis way!”, he points down a side trail.

Adal and Quinn collect the others and return. Scotia and Galford approach while Adal and Quinn stay back to cover them. As they approach Scotia and Galford smell petroleum. They speak with the halfling, who constantly wears a huge smile. The find out that “Big human chief says all yummy…er…normal humans go dis way. Elfs go dat way” They chat for a bit when suddenly a goblin pops up from over a ridge and whisper-yells at the halfling to “hurry up!”, then it returns to hiding.

Scotia lets loose a fireball and the fight is on. The battle is one of pure chaos and flame. The end result being dozens of dead goblins and goblin dogs (along with Xug/Zug, the orange “halfling” who wore a hat of disguise and had fallen in love with Scotia for her fireball ability) and a dead teammate. Galford O’Brian, summoner, victim of the Rod of Wonder.

The game begins with the Duke making the announcement that he (and his friend Torri) will be leaving the capital for a month to help some farmers bring in their harvest. Some housekeeping is taken care of and Caelan begins his sabbatical.

During that month it is reported that the fey and Greybark are reclaiming an area of forest that had been clear-cut by the hobgoblins of Karros. It is decided that the wise course of action would be to stay out of their way and allow them to do their work. A message is sent to Mivon to warn them of this activity so close to their border.

Eugene’s sister Pandora has spent the last few months going through Eugene’s effects. With her inheritance she hires a human monk named Darad for consultation. It is determined that with the resources available (Eugene’s original scrolls from his mysterious master, his own marginalia, reports of his training regimen and kata, as well as what he taught his sister of meditation) it would be possible to found a new school of kung fu. Pandora and Darad request of the council a monastery be built so that Darad could begin teaching Lockwood Style Kung Fu, aka Way of the Blind Fist. They are promised that it will go into the queue.

Also during that month the General makes a trip around Innisfree to check on the war veterans. He asks them to try to stay in fighting shape in case they are needed again and also request they teach some combat skills to others. The Marshall organizes a group of 10 of his men to form a posse to seek out and eliminate any monstrous threats to the South. The High Sorcerer spends her time visiting with Eisa and the Sootscales; she is pleased to discover that the young cleric is exceeding every expectation and has already converted a quarter or the kobolds to Sarenae. She also spends some time showing Deoryr Slyss’s niece, Acele, around Deepwater.

Near the end of Caelan’s time in the country he meets a strange man. While harvesting Caelan looks up to see a half-elf dressed as a noble walking through the barley towards him. He approaches, sets up a lawn chair, summons a strange four armed servant with a snap of his fingers, then begins sipping iced tea while the servant holds an umbrella to block the sun. After some discussion it is revealed that this man is Galford, brother of Grigori. His brother has told him that this is a land of opportunity and he has come to Innisfree to make his mark in the world. Caelan asks Galford to come meet with him in Deepwater in a few days.

Caelan and Torri finishes his time with the farm family (Billy and Yodelia Cantrill and their 5 kids) feeling completely refreshed, recharged, and reconnected with the values of Erastil. It was hard work but the company was good. He also learns that he loves Squirrel Gumbo.

With the Duke back the council does it’s work then the group head out to Candlemere to find out what is happening with Eugene’s spirit. They take Galford along to keep him close enough to keep an eye on. They find out that the ghost has not acknowledged anyone’s presence up till now and that everyone is more than a little on edge that the Hangman of Innisfree haunts Candlemere Tower. When they arrive Eugene immediately greets them. This is not the carefree Eugene of old however. A feeling of anger and malevolence surrounds him. He is suffering and feels he is a victim of meddling gods. Eugene never told the group of his last near death experience or of the debt he owed Erastil, so they are in the dark as to why this is happening to their friend. Eugene tells Caelan that “He” (Erastil) wants the group to head to Eto in the land of the pharoahs and seek out the laughing marauder. They agree. He also tells them not to send anymore people into the tower, there is a sense that Eugene’s spirit is barely able to contain the anger and anguish that he suffers. They agree to this also, closing the tower and posting guards. It is revealed that Galford has been to Sothis in Osirion and knows the language; he would be a valuable asset for the trip.

The group heads back to Deepwater, after another difficult fight with giant eels they make it back in one piece. They spend the next few weeks readying the kingdom for their absence as they plan for a long trip to Osirion. Another council meeting, more farms, fisheries, and roads built. On Neth 9th, as the first snow begins to fall, the group begins their journey South. They start with exploring a bit more to the South-East then turn back and head to Mivon.

During their exploration they discover a geothermal mud bowl surrounded by mushrooms and fungi of all sorts and sizes (up to 20’ tall!) They don’t approach too closely due to the harsh fumes emanating from it. A few days later they discover they are being hunted by a strange creature Scotia calls a Leucrotta. Knowing they are being stalked the group sets up an ambush for it; Caelan nearly kills it in 6 seconds flat before it retreats. They track it back to its lair, finish it off and claim its treasure. They find the Owlbear den again (still empty) and an old ferry station (a great place to set up a crossing between 3 sides of a T intersection of rivers). Finally they come across Munguk, the vegetarian hill giant they had heard about a couple of years ago. He is sitting on the opposite bank of the Shrike drinking moonshine and throwing large rocks into the water. Thankfully Galford knows Giant and a dialogue is established. With offers of alcohol and calm words Galford gets Munguk to carry the group across the river. The group tells him that the Owlbear cave is now unoccupied and suggests he move there, they also ask him not to kill any humans. He agrees on both counts and begins moving his blue wolfberry moonshine operation to the cave.

The game ends with the group at Mivon’s borders heading toward its capital via Karros.

Freshly back from their trip to Candlemere Island the group takes care of some housekeeping before getting down to the business of war. Some items are bought or ordered and the grim task of arranging Eugene’s state funeral was attended to.

Eugene Lockwood’s funeral was very much a dwarven affair. The guests were predominantly dwarves with the exception of some council members and a bereaved human woman (who Quinn recognized as a prostitute who had reformed herself with the help of Innisfree’s hangman.) In their grief Caelan and Quinn try their best to eulogize and play the appropriate dirges.

Intelligence from the South give the council some information on Karros. They know the borders, they learn that the enemy is also gearing up for war, and they learn some troop numbers and locations. The Grand Diplomat reports that Mivon’s forces stand ready. The scholars, with the limited time given to them, have nothing solid to report on the name of Hargulka the Greenhand.

The arrival of the Kilted Maniacs from Rostland, along with the delivery of some gifts from friends abroad (bows from Kyonin and alchemist fire from Absalom), gets the march to war going. An army of volunteer dwarves, lead by a warrior known as Mr. Hammer, steps forward. Tyg-Titter-Tut and Greybark manage to cobble together a small unit of forest creatures as well. Innisfree recruits a huge army of several hundred; resources are managed and distributed. On the 8th of Sarenith Innisfree wages it’s first war against the kingdom of Karros.

With Innisfree pushing in from the North and Mivon pushing up from the South tiny Karros had little chance of victory. In just over a week of brutal and intense fighting the war is over.

Mivon, after a masterfully conducted siege of the city of Karros, destroys Hargulka’s forces along with most of Karros’ council. Mivon’s units are battered but all stand at the end. All of the survivors of Karros under Mivon’s charge are put the sword.

Innisfree sweeps in from the North, defeating armies of Bloodscale Kobolds and Hobgoblins along the way. A few days in Karros surprises Innisfree by sending the Lizardfolk army (via the lakes) against Deepwater. The Dwarves rush back and defeat the Lizardfolk before too much damage can be done to the capital. The Kilted Maniacs, while fierce and experienced, is routed by a much larger Hobgoblin army. Innisfree’s armies surround the old Elven Keep but do not attack the Trolls entrenched within. After a few days, once it is clear Karros has fallen, the trolls (lead by their leader Llort) make a suicide rush against Innisfree. It is all over very quickly. The survivors of Karros under Innisfree’s charge are given time to collect their belongings and clear the area (they scatter to the West and East).

In the aftermath it is discovered that Hargulka was a half-demon troll. His mother/consort Eris the Fury escaped the battle (along with two other of Karros’ council).

With the war over Mivon and Innisfree rush to lay claim to what they can. Mivon claims the city of Karros as a Northern outpost and over the next few months Innisfree claims a large swath of forest (along with Candlemere Loch) for their own. Camps and roads are built. Mivon and Innisfree end the joint effort on good terms.

The armies are mostly dissolved, except for a reduced force housed in Deepwater.

Also over the course of the next few months it is discovered that the spirit of Eugene Lockwood still haunts Candlemere Tower. The Duke’s childhood friend Torri Mevoian moves into the kingdom, and the ruler’s chipper demeanor is impossible not to notice. Rumours fly.

The council is shuffled. Mr. Hammer is promoted to Warden for his defense of Deepwater and Akiros Ismort happily accepts the Executioner role.

The party hires a local fisherman to sail them to Candlemere Island so that they may explore the area. Ten gold pieces later they find their man. A few days and a giant eel later the group approaches the foreboding island. It tilts out from the lake West to East, going from beaches and forest up to plains, hills, and lakeside cliffs. At the pinnacle of the island a strange tower dominates the landscape, it is forever battered by a thunderstorm that hovers over the structure.

The group gets to the shore and hides the boat (and pilot) as best they can. They travel around the small forest, seeing evidence of some local game (boars and deer). During their travels they see glimpses of red and blue humanoid figures wandering within the trees. As they round the forest and enter the plain they see numerous of these figures. They appear to be human but are translucent and glow either red or blue. The red ones seethe and shout in anger, the blue whimper and cry for help. Strangely, while Scotia and Caelan can sense the spirits, Adal can only see them, Quinn can only hear them, and Eugene cannot sense them at all.

They make for the tower, a huge piece of unique architecture (a twelve sided structure which starts as if carved from the granite at it’s base and gradually leads up to a metallic crown. Will o’wisps dance at it’s top.) Along the way they find evidence of a lizardman encampment and they themselves camp in a sheltered location among the rocky landscape close to the tower. They approach the tower over the foundations of an ancient town. They see (and are seen by) a group of lizardfolk which is guarding the tower. They make short work of these exterior archers. They know the lizardfolk worship a “thunder god” on the island. Inside they do battle with another, larger, force of lizardfolk. This one lead by a huge muscular warrior. The ensuing battle is difficult but they eventually prevail.

Sadly Eugene, blind monk and hangman extraordinaire, ran out of luck (and lives) and was slain by the lizardfolk leader.

The group begins working on what they perceive is a puzzle involving statues of Aroden on the first level. As they work on this the Spymaster Castiel, who had been exploring the island as part of his reconnaissance for the upcoming war, stumbles upon the group and joins in the exploration. The puzzle is solved and a stairway to a basement opens up. The group descends only to find all the doors locked. They determine they need a key of some sort to decipher the locking mechanisms so they go back up to explore the upper levels. After some time they discover and figure out how to use a series of teleportation circles which connect the different levels of the tower.

As the group explore the tower they learn that this was once a center of worship for a sect of Aroden. It was lead by a man named Ardwen. Something had obviously gone horribly wrong. They eventually learn that Ardwen had been obsessed by Arazni, the herald of Aroden, and in through his misguided love damned himself and all of his followers. The eventually figure out that the holy book of Aroden, found in the footlockers of some doomed knights, is the key they need for the basement.

Once in the basement they discover a vault (and the trap protecting the vault which almost claims Castiel and Quinn), they plunder the treasure. The two other doors they can access have ancient symbols, one of masculinity and one of femininity. They choose female first. They discover a kitchen, eating area, sleeping area, and finally a room packed with zombies trying to get in to a large set of doors. The red and blue spirits flit about this room in greater numbers than elsewhere. On the male side they discover the exact same layout, along with another room full of zombies and spirits. A few fireballs later the zombies are dealt with. They open the door to discover Ardwen the Betrayer.

After a tough fight they stand victorious. However the general had been grievously injured (level drained) by the creature’s touch. The group quickly makes for home, sailing day and night to get back to Deepwater just in time to cure Quinn’s ailment.

The game concludes here.

As a side note they discover the tower is a building of considerable arcane power. The casting tower at the top of the structure has immense power over electrical and weather spells on the island itself.

On a beautiful Spring day the funeral of Kesten Garess took place. The former Warden of Innisfree died defending Deepwater from the attack of the giant owlbear. The funeral was attended by a large number of locals, the entire ruling council, members of the Garess family whom had travelled down from their holdings just North of Restov, the Swordlord Callum Argyle, and Mayor Raston Selline and his entourage from Mivon. Elder Jhod conducts the ritual and the Duke follows with a eulogy for the ages.

After the rituals the gathered people talk, cry, laugh, and remember a fallen friend. Duke MacCallan comforts the Garess family and presents them with Kesten’s sword wrapped in a flag of Innisfree. Marshall Chadast meets with the ruler of the River Kingdom of Mivon and agrees to have him meet with the council the next day. General RedFox meets with Callum Argyle and as well promises a meeting with the council. Executioner Lockwood excuses himself immediately after the ceremony and is presented with two confessed bandits by the new Warden Akiros Ismort, the two criminals are quickly hanged. High Sorcerer McFadden kept an eye on Grigori and schmoozed with the common folk. That night the General directs what troops he has in town to aid in security to protect Innisfree’s guests.

The next day the council convenes to meet with the foreign dignitaries. The meeting with Callum Argyle is fairly brief, consisting mostly of gestures of friendship and basic politicking. The Swordlord does request to share a whiskey with those he sent out here years ago, it is agreed and he leaves. As he leaves Mayor Raston Selline of Mivon is let in (a tense moment given the history between the Rostland and the River Kingdom). The mayor is not impressed a head of state had to wait on a mere noble. Once the doors are closed Raston wastes no time, he claims the budding kingdom of Karros is a threat to both Innisfree and Mivon. The sooner it is destroyed the better it will be for all involved. However, Mivon is not willing to take all of the losses and wishes a coordinated offensive against the Greenhand. Not prepared for such straight talk of war the council debates and deliberates. They are told Mivon is ready to march when they are. In the end it is decided more information is needed. Mayor Selline is told that Innisfree will be ready in 3-8 weeks. Grand Diplomat Deoryr Slyss is sent back with the Mivon contingent so that he will be able to teleport between the two nations when instant communication will be required, he is also told to do some research into Hargulka the Greenhand.

It is decided that their Spymaster, Tyg & Pervilash, and Guglielmo (if he can be found) will begin spying on Karros to try to get intel on their forces. In the mean time they will begin raising an army and purchasing oil and alchemist fire.

The group’s private meeting with Callum Argyle is a friendly one. They learn of the increasing tensions back in the homeland and the fact that Rostland is trying to keep as many of their forces close to home as possible. They learn a bit of the other groups that were sent out. Baron Hannis Drelev has established a Fort past the great swamp to the West and Maegar Varn has established a small barony called Varnhold in the foothills of the Tors to the East. Argyle apologizes for the state of the “settlers” he sent their way in the early days, he emphasizes that Rostland cannot be seen as being the sponsor of Innisfree in any way. He also thanks them for their help in Whitefield. Finally, sympathizing with their situation to the South he commits the Rostlander shock-troopers “The Kilted Maniacs” to help as mercenaries in the upcoming war.

That evening Scotia ends up finding a young cleric of Sarenae to send to the Sootscales to do missionary work. Her name is Eisa and she is a enthusiastic but green cleric. Scotia gives her some money for holy books and trinkets. Scotia and Quinn take her to the Sootscales for a proper introduction and establish that she as well can “talk” to Sharptooth. Daral of the Radish Patch is charged with looking out for the young human.

Adal is introduced to a good prospect for his wardens by Dralt Stonebeard. The young dwarf, named Brons, is a skilled ranger and a disciplined follower, but he has an intense hatred for giantkind. Adal agrees to recruit him and sends him along with some veterans to work the North area of Innisfree. Caelan learns of a religious tension growing between the towns and the country, this is embodied in the relationship between Elder Jhod and Bishop Grimald.

The game concludes with everything set into motion for dealing with Karros and the group planning to take a bit of time to head down and explore Candlemere Island.

On a cold sleety spring day the group enters the cave of the giant owlbear that had attacked Deepwater. They open up by entering a large cave full of fungi. After a sudden fireball the violet fungus attack and the shriekers go off. As the group is finishing off the violet fungus a shambling mound comes shambling in from a side cavern. Due to the noise, the shambling mound fight is still going on when a gigantic barded owlbear comes up from a deeper cavern.

Due partly to tactics and partly to luck the battle goes fairly well. It is difficult but in the end the group stands victorious with injuries but no casualties. The group clears out the rest of the cave system (which includes a nasty sink hole with green slime and a bunch of spiders). They also find the remains of some humans along with their equipment. Amongst this equipment is a cursed ring of animal friendship (which only lasts for a short while, then the creature goes berserk and seeks out signs of civilization to destroy.) The remains of the owlbear’s mate and chicks is also found (along with one live chick which is killed).

The group heads back to Deepwater, following the owlbear’s initial trail. They find the other missing warden along the way.

Once back to Deepwater they find out Oleg is alive! Svetlana had a family heirloom that was able to be used for a raise dead, Jhod was only too happy to raise one of the most devoted of his congregation. Akiros Ismort has shown up and has done a decent job in a difficult situation, he is promoted to the council as Warden.

They found out 48 citizens were killed in the attack. A new town hall begins to be erected, it includes the skull of the giant owlbear.

Letters are sent to Kesten Garess’ family to inform them of Kesten’s death. A letter is also sent to Callum Argyle to update the situation in general along with informing him of the funeral. Kesten Garess’ funeral will be held on Desnus 8th (beginning of next game).

The group takes the last month of inhospitable weather to do some planning and kingdom building. Guglielmo eventually returns to report that the old elven keep is now inhabited by strangely disciplined trolls and hobgoblins, the banner of the green hand in a circle flies everywhere. As the council finishes its business the group gets ready to head out and speak with these newcomers.

As they get ready to leave (the 8th of Gozran) a number of meetings occur.

First Chief Sootscale comes to speak with his grace the Duke of Innisfree. He tells the Duke, the General, and Eugene about a kobold of the Bloodscale tribe having visited them. An offer was extended to work for a new boss to the South. Promises were made and many of the Sootscales liked what they heard. Chief Sootscale wanted Caelan to come speak in support of the Chief’s leadership, and he wanted “speaker” Quinn to tell the kobolds what Sharptooth advised. Duke MacCallan agreed to come speak with the tribe immediately.

Meanwhile Adal learned that one of his men was overdue in returning from the South-East. The warden was sent down there to see if old Crackjaw had any eggs. A new batch of giant snapping turtles would become a problem in a few years.

Meanwhile Scotia had a visit from Tyg-Titter-Tut. Tyg and Calcifer met, it did not go as well as Calcifer would have wished. Tyg reported that she and Pervilash were visiting with Tiressia, Falchos, and Greybark when they saw something big, green and scaly heading North in the approximate direction of Stagholm. She said that Pervilash was following it. It was assumed (by the Fey and Greybark) that the creature was forced Northward by the Trolls.

The group gets together and discusses the situation. A message is sent to Stagholm telling them to prepare themselves for a possible dragon attack. The group makes for the Sootscales with haste. The Duke makes an impassioned speech asking the kobolds to stay true to their chief, the kobolds are given trinkets, and the “speaker” tells the kobolds Sharptooth wants them to stay and work hard. The threat to Sootscale’s leadership is all but extinguished. They spend the night, enjoying the kobold’s hospitality.

The next morning the group hurries to Deepwater, then ride for Stagholm. They discover Stagholm on alert but calm. No dragon’s sighted yet. Hearing that a warden is missing they head West along his route. They find Tyg, she says the creature is on the hunt. The group encounters and kills the creature. While it wasn’t a true dragon, it was still a deadly predator. A forest drake, a cousin to true dragons. They discover the mostly eaten body of Adal’s warden in the creatures newly constructed nest.

The group returns to Stagholm with the body then make straight South to Tiressia’s tree. They find the Treant Greybark along with the Satyr and Dryad. The group learns that the Treant was forced out of his home by the encroaching trolls and hobgoblins. They chased him out with flame and axe. They learn from Falchos that the border is half a day South.

The group make for the old elven fort, straight into this newly discovered country, the country of Karros. They encounter some pig farmers and wood cutters before running into a patrol. The patrol escort them to the keep (where the group thinks the leader of this new country dwells). They speak with the local commander, a troll named Llort. They discover that the real ruler, one Hargulka the Greenhand, lives far to the South and that this keep is just an outpost. They also discover that every troll and hobgoblin along the border has been ordered not to harm the “pink skins”. Llort is truly impressed the Duke of Innisfree personally came to speak with him, a grudging respect is sensed. The Duke gives an official greeting and requests that Karros grow no further to the North. Llort tells the Duke that he will send the message and the greetings along to Hargulka.

The group then head home, skirting along Karros’ border. When they get to Deepwater they are shocked to learn that the city has been attacked. It is a scene of chaos and destruction, the population stand in shock. They learn that it was attacked by an Owlbear of gigantic proportions. Sadly many lives were lost (including two of the council: Kesten Garess and Oleg Leveton) and there was much damage to property (including the flattening of the old Town Hall).

The group send for Akiros Ismort to take control of the mess left in Deepwater. They make haste and track the beast (quite easily at that) South. The game ends as they reach the Owlbear’s cave.

Over these 5 months Innisfree grew into a true Duchy. Growing into the forest (near Tyg’s home, which they turned into a preserve) and plains. A fort was built by the dome and the land around it readied for farming. Some roads and bridges were built and some river areas cleared for transport. Stagholm and Deepwater had various new building added including several houses, a jail, a hospice, and a work house.

During these months the group had to contend with: slums springing up in Deepwater, unionizing government workers, rumors of trolls to the south, and a cult of Gyronna. The cult was lead by one Goody Niska, a former midwife. She and her embittered cultists sought to wreak havoc in the kingdom. The cult was uncovered with some good detective work by General Quinn and an act of kindness to the prostitute Kataryn by Eugene. After a brief battle the cult was no more. It was discovered that they had been sacrificing babies at their wicked altar. Their bodies were put on display at the edges of the city as a warning. This happened in the month of Neth.

In Abadius it was also reported that the formerly abandoned elven keep now flew banners showing a green hand within a green circle. The group used their favor with the Janni Guglielmo to get him to go explore the area and report what he saw.

Game ends with the council voting to allow the government workers of Innisfree to unionize. They await Guglielmo’s report anxiously.

While the group is sleeping the watch hears the sound of combat from back the way they came. The group moves in to investigate. They discover a longspear wielding half-orc in the garb of the faithful of Pharasma fighting with the fire elementals the group had seen earlier. After the battle they learn that he is Castiel, an inquisitor of Pharasma who was sent by his church to track down the Baron. He is there to let them know the church of Pharasma has moved into Innisfree in force and that the new local bishop, one Alaric Grimald, wishes an audience.

The group rests a bit more then continues to explore. The next area they come across has a planar tear into some sort of jungle (experiencing a rain storm at that moment). The area is rich with life and pools of water dot the environment. Here they run into: centipedes, a gray ooze, a plant which can turn its victims into zombies, the remains of an armor wearing and weapon wielding gorilla, and a swarm of stirges. They see signs of regular harvesting in a room dominated by mushrooms.

They discover a number of stone disks, each with a symbol carved into it. They assume (correctly as they will learn) that these are some of the “rune stones” mentioned by the programed illusion. They circle the outer edge of the prison, finding a few doors that are locked and beyond their current ability to open. They continue their investigations into the interior.

They enter an area punctuated by occasional traps. These traps looked well maintained. They also find other signs of recent habitation. Strangely, in a side room which had been greatly damaged by what looked like some ancient explosion they see a wraith hiding in the cracked floor. While it’s eyes burn with a murderous hatred it simply looks at the group then retreats into the cracked floor.

They come to a room where a make shift wall and door had been set up. The door is about 7 or 8 feet off the ground (the wall below it). The group knocks. Here they find the Janni Guglielmo along with his iron cobra. After briefly believing that he’d gone mad Guglielmo expresses great relief at seeing intelligent and non-hostile creatures. They discover that he is an explorer who stumbled upon this place through a planar rift in the sewers of Axis (a planar city). While he was exploring the tear had been repaired from the other side, trapping the curious genie. He tags along with the group, though is far too frightened to do anything to help in combat.

The group rounds out exploring the first level by fighting some hell hounds, discovering the area where the final human inmates made their last stand, and fighting some bloody skeletons (who would not stay down!) that were totally focused on killing Caelan and Scotia.

The group rests and make their way back to the center of the prison, where they had appeared. With rune stones in hand they are able to get back to their own world.

They arrive to find the dome closed up. Forcing their way out they find the work camp replaced with a scholars encampment. The people there are surprised to see the group, a cheer strikes up. It is discovered that the group had been gone for over two and a half weeks. People had begun to think the worst. Kesten Garess had even begun preparations for taking on the role of stewart.

The next few days are a blur of activity. Jhod, on direct orders from the Baron, raises Eugene from the dead. Eugene returns with a sense of purpose, he has been tasked with a quest from the gods. The group re-assume their roles on the council, there is a lot of chaos since leadership was in the process of changing when the group returned. Caelan has his meeting with the church of Pharasma. He learns that they wished to see if Innisfree would survive before committing. Now that it looks stable they have moved in with significant manpower and resources. Bishop Grimald offers the Baron a specially crafted amulet (with prot from energy drain) bearing the insignia of Innisfree circled by the swirl of Pharasma. The Bishop also requests the church have a seat on the council, they feel that as the representatives of the country’s largest religion they should have a voice.

At the next council meeting it is announced that Dralt Stonebeard will be replaced by the pharasmite inquisitor Castiel. Dralt is given a variety of new responsibilities: he is now Mayor of Deepwater, he will run the new exotic craftsman building the council will build, and he vows to be the voice of the new Dwarven population.

A report has come in from Pandora and the dwarven work crew saying the mound is ready to open (thanks to the special dwarven made drills she acquired). The group heads out immediately. They arrive to see the thing is a huge dome of smooth dark grey stone, 200’ high and 400’ across. Before they can appreciate the spectacle they notice the work camp is abandoned. The sounds of battle can be heard from the other side of the structure.

Getting to the other side they see a battle between the dwarves and soldiers of Innisfree and a familiar trio of trolls. It is clear the trolls are winning despite having already lost one of their number. The group runs to assist. The general regroups the troops (three of whom were running for the hills). The others attack the trolls with steel and sorcery. The battle is won but at a heavy price. 4 dwarven workers and 7 soldiers are dead. The three would be deserters are sent back to Deepwater to explain what had happened and be punished.

Pandora reports that they waited to actually open the dome (though she believes it is actually a ball half buried) until the group arrived. The next morning it is opened. Inside they discover the dome is hollow. A green glow emanates from the center. Occasionally green arcs of energy shoot out, dancing along the walls. The walls and floor have rings of alien runes etched into them. Not sure what else to do they decide to send their public executioner, Eugene. Within moments he is struck by a bolt of the green energy and is utterly consumed by it. Shocked the group charge boldly forward, wishing to share whatever fate had in store for Eugene. They are eventually all zapped (one by one) by the energy, each time disappearing with no trace. Scotia, Quinn, and Caelan are able to make it to the center where they see strange dim green “cracks” of the energy spreading out from the edge of a 40’ diameter circle of runes.

Meanwhile, on the inside.

For the blind monk there is confusion. He suddenly cannot hear or sense his friends and there is nothing around him. He hears a strange voice speaking a strange language. He sits to contemplate the situation. Adal appears next to him in a short time. What he sees is a projection or illusion of a tall blue skinned alien creature talking (and cycling through languages). It finally settles on an archaic common. It says: “Welcome to Starhold Prison, at one time the multiverse’s premier incarceration facility. We appreciate your interest but we regret to inform you that we were forced to abandon this facility in the year 6565 Prime Standard Date. For your own safety we highly recommend returning through the gate immediately. The rune stones you used for entry into the facility will also allow passage out. To repeat, we highly reco…co…co…co…co……….breaches currently open..en..en..en..en…..From the Mercane Trade Federation please accept our deepest apol..ol..ol..ol…” It degenerates into a jumble of sound and color before snapping out altogether.

With hardly a moment to take in what they had just experienced Adal and Eugene hear approaching footsteps. Two hell hounds enter the large circular room. During the fight the remaining group members appear in the entrance chamber of Starhold Prison.

They begin their exploration, discovering many interesting rooms. They find the remains of a big cat and a hell hound, both of which have been fed upon. They find evidence of an ancient battle between an iron golem and various humanoids with magic weapons. They find a fire mephit named Calcifer, who is immediately attracted to the fire sorceress. They discover that he is a newcomer here as well. He tells them of a nearby one way portal from the plane of fire. The group continues on to find the salamander Firnce and his hell hound. The creature wants to make this area into his own personal domain. He offers the group a chance to join him as followers, only to be told that Caelan is his own king. Offended and threatened Firnce attacks. During the battle Eugene (though he fought valiantly) is killed by Firnce.

The group collects Eugene’s remains and continue on, hoping to find a way home. They find the room with the portal from the plane of fire, several fire elementals dance around it. They look at the group threateningly and they retreat (and are not chased). The group soldiers on to discover a badly scarred (by fire) 4 armed white ape inhabiting a ruined room. After they kill the animal they hear the sounds of rain and a lively forest of some sort ahead of them.

The game opens with a vigorous debate amongst the inner council (PC’s) and the interrogation of the bard Grigori by General Quinn and the Baron. He stands by his claims that he hasn’t done anything wrong. He does admit that his act plays off of the council due to the popularity of the material. He says he receives enough tips from the Pandora bit alone to pay room and board. Quinn and Caelan do their best to reason with the comedian, going so far as to offer him a position in the kingdom. Grigori declines. Finally he is told in no uncertain terms that he is to cease his rabble rousing during his act or on the streets.

In response to the negative publicity caused by the whole Grigori incident the council erects a monument to “The People”. They also declare that the area surrounding the monument is a zone in which citizens and visitors enjoy complete freedom of expression. It is a soapbox for folk to give speeches, have debates, and preform oratory on whatever issue interests them. They also include a grievance box and stipulate that the Councilor is the only government official permitted to enter the area (so people truly feel free to express their opinions).

The group then head out to the SW for some exploration. They find Old Beldame, the fabled witch/hag of Tuskwater Loch. They stand at her gate a while, shouting in an attempt to get her attention. They finally decided to barge into her yard, only to be attacked by Old Beldame’s guardian scarecrow. The group destroys the scarecrow and discovers the witch in her hut making soup. She is deaf and had not heard the group. Caelan apologizes for destroying her guardian and asks her if she would mind the kingdom moving into the area. The old woman, whose name is Elga, is just an old hermit and sorcerer. She takes a shine to Caelan and says she would welcome a kingdom growing up around her. At her age she is having a harder time with keeping the local dangers away from her land, she only asks to be left alone except for the occasional person coming by with supplies. (She can also make magic items.)

A few days later the group comes across a mad hermit with a large cougar. He sings, dances, and talks to people who aren’t there. Out of nowhere he stabs Scotia and laughs hysterically. The group dispatches him fairly quickly. Continuing West they come across a strange, dark, and dieing patch of forest. They see bones strewn on the ground. Unexpectedly a huge blackened tree attacks the group. They later learn it is a Scythe Tree. They kill it and take it’s treasure.

They begin heading home. On the way the come across a delicate situation. A group of loggers (lead by a man named Corax) and a nymph named Melianse and her two charmed loggers. The group is able to get between the two parties and negotiate the emotions down. The loggers are upset that the fey are always in the way of their jobs, the nymph is upset the loggers chopped down some of her favorite trees (friends). The loggers are convinced to go work on a grove of coachwood trees to the North and Melianse is calmed by promises of replacement trees (feather tokens) and that the trees that were taken from her shore would be used for a noble purpose.

The group arrive home to discover that Grigori is back at it, but ONLY in the authorized area by the monument. While it is a nuisance, the rabble rouser’s influence is greatly reduced due to the good faith the rulers showed the populace by building the monument.

During the past few months in Guinness Quinn hears a couple of rumors. First he hears of a giant snapping turtle called Old Crackjaw giving fishermen some troubles in Tuskwater Loch. Second he hears of a vegetarian hill giant roaming the South, he is told (by the old trapper that helped the group with the Shambling Mound so long ago) that a stiff drink will usually pacify the creature.

The game opens on New Years Eve. All of the characters but Eugene attend the New Years bash at the Duck and Wagon. The Baron schmoozes with the citizens and the entertainment of the night is fantastic. The night opens with the hilarious comic Grigori, continues with Quinn’s music, and culminates in a pyrotechnic display by Quinn.

The group focuses on their leadership roles for the remaining winter months. During that time there is an assassination attempt on the Baron and the bubonic plague hits Deepwater. The assassination attempt was conducted by the werewolf who promised Caelan that he would “see you later”. Quinn, up late one night due to bad dreams, noticed a window that had been busted open and snow tracked into the castle. Rounding a corner he saw a dead guard and the door to the Baron’s room slightly ajar. The werewolf, a cleric of Rovagug named Neill Mencer from Whitefield, was about to kill the sleeping Caelan when General Quinn rushed in to save the day. Scotia, Quinn, and some guards rushed to the scene. After a brief battle the werewolf was slain. The plague, when it hit Deepwater, was dealt with quickly and efficiently. Quarantines were set up and clerics dispersed, it was eradicated with minimal loss of life or disruption to the kingdom.

In the spring the group sets out to the hills to the East for exploration. After a minor battle with some brush thylacines and an encounter with a Worg named Howl-of-the-North-Wind (whom they intimidate and scare off) they eventually discover a strangely symmetrical hill (it is perfectly circular). After examining the hill they discover there is smooth stonework under the earth. The stonework is perfectly smooth with the density and hardness of steel, it also emanates abjuration magic. The group decides they wish to unearth the structure and plan to expand their kingdom in this direction as soon as possible so they may get a work crew out here.

The group strikes off NE, after some bad weather they come across a camp. Unfortunately for them the camp was inhabited by 3 trolls. After some running and hiding, and a clever ruse by the general using ghost sound, the group is able to survive the encounter. The group then heads South (more hills) and sees a Wyvern hunting in the area. They then head back West, they find a shallow area usable as a ford on the Gudrin River. Eventually they make their way to the shores of the Tuskwater. Looking down from a cliff they see a 6’ long snapping turtle swimming away to the South. Eugene throws caution to the wind and dives into the water to attract Old Crackjaw back towards the party, he is successful in his attempt. The party prevails by using Eugene as bait and raining arrows and spells down upon it.

The group then heads home. Once back they are surprised to find Chief Sootscale and a band of kobolds have made their way to the city to present an offering of dried, fresh, smoked, and salted fish. They accept the gift graciously. They are also surprised to be informed (from spymaster Dralt) that the bard Grigori has been rabble rousing in their absence. He has been attacking the party’s leadership on: their focus of large glorious projects over the needs of the people, the Pandora controversy, the Magister’s “deviancy”, the alliance with the Sootscale kobolds, and their occasional “vacations” wandering the land. As the group walk into the Duck and Wagon to confront Grigori they hear him say “Her blind brother is about the only one who hasn’t opened Pandora’s box!” Eugene charges. Scotia flares her power and orders the tavern to clear out. Grigori screams of repression. After a very short conversation Grigori is being lead out of the Duck and Wagon (through a group of onlookers) tied up and with a bloody nose.

After dealing with council business the group heads North to see why Tyg-Titter-Tut and Pervilash were acting up. They ride to the forest camp where the complaints are coming from (the same one they came through when tracking werewolves). The foreman tells them that the woodsmen of the area have always put up with a certain amount of pranks from the mischievous fey but recently their tricks are happening every day or two and some of them are downright dangerous. Bowstrings and ropes are being cut, horses are being released, weapons and equipment stolen and scattered in the forest, and (most concerning) traps are being moved (which caused a serious injury to a trapper). Strangely, sometimes the strings and ropes are discovered cut then tied and a few horses were discovered tied up to trees.

The next day the group sets out on foot to the area where Tyg and Pervilash are always found. On the way they discover some poor woodman strangled with a bowstring, they mark the area so they can pick up the body on the way back out and continue on. After the usual setting out of treats, playing music, and waiting a few hours the pair arrive. They are happy to see the group and even present them with a gift (a small silver raven they found when they were “back home”.) Discussion of their trip home reveals that the old sycamore has a special connection with the First World and that the healthier it gets the stronger this connection becomes. They also learn of a Nixie (Melianse) and a Dryad (Tiressia) and someone named Falchos living to the south. Between these creatures, the Mites, the new Twigjacks (keep reading), and Tyg and Pervilash it is clear that this forest is thick with fey.

After some questioning regarding the recent events it is soon apparent that Tyg and Pervilash are not responsible for the recent rash of pranks (in fact they’ve been trying to “fix” some of the pranks.) Tyg tells them a pair of Twigjacks have moved into the area and are based out of a briar patch South of the moon radish’s. Tyg and Pervilash are afraid of the newcomers and will not go near them. The group finds the briar patch the next day. The little twig creatures prove to be troublesome foes however. They avoided direct combat and were extremely hard to spot among the underbrush, on top of this they could shoot a spray of thorns and seemed able to teleport amongst the underbrush. Eventually the group was able to run them down, using tracking to follow their distinctive prints. Near the radish patch the little fey ran out of tricks and the group was able to kill them.

The group returns to attend to some more leadership responsibilities. A few months pass and the kingdom grows. Some bad weather passes through and Eugene’s sister Pandora is caught in a public scandal (which Eugene addresses most forcefully, threatening summary execution if it happens again). Near the end of Neth 4713 an institution of higher learning (Academy) is finished in Deepwater. To mark the event a famous friend of Deoryr Slyss teleports in to give some speeches and lectures (which gives the Academy some instant credibility.) It is the renowned Pathfinder Venture Captain and diviner Eliza Petulengro.

The game wraps up on New Years Eve day, the next day will be the first of 4714.

Innisfree ends this session with a town (the capital Deepwater) and a village (Guinness), it encompasses over 1700 sq miles, it measures just over 60 miles long (North to South), and has a population around 8,500 strong.

The adventure begins in the clearing where the group battled the robed man and his werewolves. Tracking back toward Whitefield Adal is able to determine the robed man exited the forest just North of the village. The group report their findings to the village elder (Jacob) and then speed back to Innisfree (due to their leadership responsibilities).

Once back in Deepwater the group is shocked to discover that Eugene refuses treatment for his blindness. He insists that he is fine and that he just needs some time to get used to his condition.

The next month the group decides that clearing out the chew spiders in the fangberry patch would be easier in the winter. They smoke the vermin out and promptly eradicate them. During the battle Scotia demonstrates an impressive resistance to heat and flame. On the way home the group decides to explore the area East of Deepwater.

They explore the region successfully to find a river and forest. On their last day they come across a group of Gnomes in desperate trouble. One of their wagons is stuck in the cold waters of Skunk River. The group springs into action. Through the calming of the wagon’s pair of horses, hard work, and coordination the group eventually gets the wagon to the other side (just in time too!) Though the Baron lost his steed in the process the gnomes and the party came out unharmed (all but Eugene’s pride perhaps as he just sat on his horse the whole time.) The gnome’s leader introduces himself as Jubilost Narthropple, leader of the Narthropple Expedition. He says they are Gnomish explorers from the South, here to explore the wilds of the Greenbelt. The group invites them to Deepwater which Jubilost reluctantly accepts (though the rest of the expedition are overjoyed.) Once back the group talks with Jubilost, learning of many of the dangers and sites to the South. They learn of a green dragon, a tribe of lizardmen in a swamp near Candlemere Loch, a strange tower poking through some mist on an island on Candlemere Loch, a muttering madman with a cougar, and Jubilost also reports that he saw “Old Beldame” (a legendary witch/hag that lives rumored to be in the area with her scarecrow construct.) The expedition is invited to join the kingdom, the answer is noncommittal.

The next few months pass quickly as the group dig back into their leadership roles. During this time: a (up to that point) common artist unveils a masterpiece upon the ceiling of the throne room (“The Founding of Innisfree”), a VERY rich vein of gold is discovered, and Kesten Garess leaves for a month to attend to a dieing family member. A pair of murders spooks Deepwater, the group investigates and discovers that a barbarian werewolf named Kundal was responsible. Kundal was one of the missing security members from Whitefield and was new into town. He was seen (by Eugene and others) drowning himself in alcohol day after day at the Duck and Wagon. The group apprehends him, cures him of his curse, then executes him (without trial).

On Erastus 3 4713 (the holy day of Erastil: Archerfeast/Archer’s Day) the town of Deepwater finishes work on a grand cathedral, Innisfree Basilica. It is a day of celebration. The sprawling open design houses not only the clergy of Old Deadeye. The Eternal Rose Shelyn, The Lady of Graves Pharasma, and the Dawnflower Sarenae is also represented.

The session ends with the group learning of the problems the people in Northern Innisfree are having with Tyg-Titter-Tut and Pervilash.

The group, anxious to get back out in the field, go to investigate the murder of a farm family SE of Guinness. Arriving on horseback they investigate the homestead to discover the family was slaughtered by 3 wolves. Strangely the neighbor who discovered the scene had heard no evidence of wolves and the wolves also carried off some chickens. With a priest of Erastil on the way to carry out the funeral rites the group left the scene to one of Adal’s men who had been guarding the site.

The group tracked the wolves straight West toward the forest. Along the way they noticed the tracks had changed from wolf to some sort of humanoid prints with wolf features. The group spend a night at a hunting/trapping/logging camp and leave their horses to continue following the tracks South. The discover evidence of a cold camp (chicken bones, etc) at the Thorn River Camp site once used by Kressle. Soon after crossing the river they lose the trail. Luckily the creatures had been traveling in straight lines and Adal was able to estimate that they were making for Tuskgutter’s old lair.

At the lair they found a camp site that had very recently been abandoned (the tea was still hot and a still burning cigarette lie on a rock near the fire.) Warily the party moves in. 3 werewolves break cover and attack. Despite their lack of silver weapons the party is able to defeat the creatures through Quinn and Scotia’s magic as well as Eugene’s grappling, leaving one alive for questioning. Adal was shocked to notice that the creatures (once slain and reverted to human form) were guardsmen from his old village of Whitefield. Arady, Lara, and Zak. Zak, the living one, was questioned. He was very much not his old self. It is discovered that the group of guards were abducted while on watch. They have no memory of being converted to lycanthropes but they recall a “robed man” that warned them of what they had become and what a danger they now were to their friends and family. They were also told that cures for lycanthrope were just desperate tales. Not willing to risk harm to those they love the trio headed South. Their new evil nature eventually consumed them and the hunger for human flesh won out in the end. In a desperate rage Zak transforms and snaps the ropes holding him, Eugene hangs the poor creature for it’s troubles.

The group carry the bodies to the nearby Temple of the Elk. Jhod is not there but his assistant Duncan is along with the reformed Akiros. Duncan seems to have fairly detailed knowledge of the curse of lycanthrope and passes his information along to the group. Arrangements are made to have the bodies transported to Whitefield via Innisfree and the group continues North, picking up their horses and heading to Guinness.

After procuring some silver weapons in Guinness they ride NW to Whitefield. Adal is greeted as a returning hero. The entire village had heard of his accomplishments and were very proud. After meeting with village elder Jacob (and little Timmy) the group learns that guards have been disappearing for the past 3 months. In total 7 have disappeared: 6 locals and a mercenary they were forced to hire on the last month. Currently the village is not being defended, their Erastilian pride and Rostish independence making them reluctant to call on the Brevic authorities for help. Jacob is horrified to hear of the fate of Zak and his colleagues. The group learns that there has been increased wolf activity in the forest to the West, though no trouble has come from that direction in some time. A loner named Neill Mencer now has Adal’s old job of patrolling those woods. They also learn the graveyard has been violated and a few bodies are missing. The group spends the night in the town hall. There is a bit of a feast and music (provided by Quinn), a number of local mothers and grandmothers do their best to interest Adal in various available young women from the village.

The next morning the group readies itself to explore the forest. Jacob dusts off an old silver greatsword the village had been holding on to and gives it to Caelan. Evidence of werewolves were all around in the forest (tracks, howling at night, the over hunting of local fauna) but tracking the creatures proved difficult. The forest Adal had spent so much time in during his youth seemed a different place. After much wandering and exploring the group finally makes it’s way to a hidden grove Adal had spotted from treetop. Heading through thick underbrush the group sees a man standing stock still amongst the bushes. As they approach they realize it is a zombie. Coming in on it from behind they are able to destroy it without a fight (along with the 4 others placed around the clearing.

In the clearing they discover a crude altar made of mud, logs, and rocks. It detects as evil to Caelan. Eugene desecrates it in his own unique way then the group tears it apart (finding a heart within it) and burns it. The group waits for whoever used the altar to return, knowing there is only one path into the clearing they watch it closely.

6 hours later they see a wolf trot down the path obviously on their scent. It retreats. A few moments later two werewolves rush into the clearing ready for combat. The fight is on. After a few moments a robed man walks into the clearing, pulling his hood back the group sees the face of the master werewolf in hybrid form. After a very difficult battle, made more difficult by the faulty greatsword Caelan was wielding and the robed man’s spells, the group was able to defeat the lycanthropes.

The robed man got away in wolf form, though not before telling Caelan that he would “see you later”, the other two were slain. Though this battle has ended it’s effects linger. There are unaccounted for afflicted werewolves (the first 3 guards), the master werewolf is on the loose and most likely unhappy with the rulers of Innisfree, and Eugene is blind.

The group gathers the rag-tag settlers and refugees and they head off to the site of the Stag Lord’s fort with intentions of kingdom building.

On the 21st day of Lamashan in the year 4711 the Barony of Innisfree is born. The first order of business is the founding of the capital city, Deepwater, and the construction of a castle upon the ruins of the Stag Lord’s fort.

A ruler and council is chosen from amongst the best and brightest of those assembled. Lord Caelan McCallan is chosen to lead as Baron. The potter and baker Mirrian Greenspinner is chosen as Councilor, the voice of the people. Quinn the Red Fox, with his golden voice and speeches of inspiration, is chosen as General of the fledgling armies. After some promises are made regarding the Duchy’s commitment to education the well traveled academic Deoryr Slyss is chosen as the Grand Diplomat. The intense Jhod Kavken is chosen as spiritual guide and educator in the title of High Priest. Scotia McFadden the fire sorceress is chosen as the authority in all things magical as the Magister. The woodsman and archer Adal Chadast was a natural fit to watch the borders and rural areas, he was chosen as Marshal. Eugene Lockwood, a passionate defender of the law and executioner of the lawless, claims the title of Royal Assassin. The skilled social butterfly (and lensecrafter extraordinaire) Dralt Stonebeard enthusiastically assumes the role of Spymaster. The crusty and wily old trader Oleg Leveton is happy to serve this group who has done so much for him as the Treasurer. And finally, the Rostish noble Kesten Garess kneels before his Duke to accept the station of Warden.

The next year passes quickly for our heroes as they, through hard work and community effort, build a kingdom up from nothing. Months are spent hammering nails and lifting stone, organizing a diverse people and keeping their spirits high, giving loans and making deals, etc. There is no area the heroes of Innisfree leave unattended in their efforts to make their mark on the map of Golarion. During this year: some extra spending is required to deal with the food shortages caused by missing the previous growing season, a caravan from Druma arrives in town and builds an Inn (The Duck and Wagon), a secret cache of copper ingots is discovered (along with a secret passage into the Castle), a terrible storm rolls through, and a tenement area is built within Deepwater. The Duchy grows quickly under the visionary leadership of the council, eventually coming in contact with the borders of Brevoy itself. The village of Guinness is founded at the former location of Oleg’s Trading Post.

After a year the kingdom has taken on a life of its own. The population has grown and responsibilities are able to be delegated more and more. As the Barony grows the value of the heroes leadership skills become increasingly important but their day-to-day direct involvement is becoming less necessary. They find themselves with some free time and the siren call of adventuring calls to them.

The game concludes with the group claiming the area surrounding the old sycamore tree where Quinn had his otherworldly dream. They also hear about the horrible massacre of a farming family in the Northern Plains of Innisfree. They ready themselves to investigate.

Innisfree ends this session with a town (the capital Deepwater) and a village (Guinness), it encompasses about 1500 sq miles, it measures just over 60 miles long (North to South), and has a population around 5,500 strong.

The session opens with the group updating Caelan on recent event and questioning him on a few things. Yet more settlers and supplies have shown up. Three more bandits give themselves up. The group learns that Sean was killed by the Stag Lord and that Akiros was the last possible turncoat within the Stag Lord’s fort. The group grills the ex-bandits for information on the fort; they learn of: the layout, the haunted hillside (buried zombies to the SE of the fort), the fact that there is a freak living in the basement and an Owlbear caged on the main floor, and that Akiros will help the group “when the time was right”.

The group plans their assault on the fort. After a quick stop at Bokken’s they head to the forest to convince their friend Tyg-Titter-Tut to help them. After some negotiation (and promises of candy and titles) they convince Tyg to help them. The next morning she arrives in her battle gear riding upon the fairy dragon Pervilash.

The group heads South to the fort.

During a very dark and windy night the group makes their move. Coming in from the South-East the group sneaks around the old graveyard then sends Eugene ahead to scale the wall in order to open the main gate while at the same time Tyg and Pervilash are sent in to release the Owlbear for a distraction. Eugene scales the wall and sneaks toward the gate, unfortunately he is exposed by some skittish horses along the way. Eugene opens the gates and the fight is on.

The battle ranges across the entire fort. There are some close calls but eventually the group stands victorious. The group immediately decides to clear out the basement. They meet and defeat the twisted old druid living there. They learn Akiros was once a follower of Erastil who has since “done some bad things”; he is looking for redemption.

After securing the fort they leave Akiros to protect the it and they give the Stag Lord’s body to the Shrike river as they had promised the spirit of Davik Nettles. They then head to the dead unicorn. They take a day to really investigate the area and unicorn, only to find no answers. They head back to Oleg’s, stopping at the Temple of the Elk along the way (to ask Jhod some questions and tell him about Akiros), to find an agent of Restov waiting for them. Upon showing the Stag Lord’s helm the group receives a 5000gp reward and a second charter.

The session opens with Jacobi asking for a day off (his first in over two months), the group agrees. Caelan heads to the Temple of the Elk. During that day: they discover Deoryr Slyss is fixing a catapult, two of the Stag Lord’s bandits give themselves up, a new group of refugees arrive at Oleg’s (including Eugene’s sister Pandora), and Kesten Garess spills the beans on the Swordlord’s little secret.

The two bandits are named Sean and Erik. They tell the group that one of the Stag Lord’s lieutenants, one Akiros Ismort, may be willing to switch sides and perhaps even help. Sean is sent back with an offer to any other bandits, surrender now and save your life. Erik is put to work.

When the refugees show up Eugene is surprised to find his sister Pandora amongst them (with nothing more than the clothes on her back). She tell him that she fell madly in love with a gnome and followed him as far as Restov before he tired of her. Eugene sets her up looking after his shed, still, and “bar”.

After noticing Kesten Garess acting funny, especially after the group’s reaction to the new settlers, they decide to ask him what is going on. In a private conversation he expresses concern that the group is acting strange for a group of “kingdom builders”. Somehow he had heard of the plans of the Swordlords of Restov and he shares what he had heard with the group. He’s also wary of Caelan’s allegiances as Kesten knows that Callum Argyle (the man who gave this group their charter and the man who shared the knowledge of what was really happening here with Caelan) is a very ambitious man. It is discovered that Kesten is a minor noble who was involved in a scandal of some kind in Brevoy, he is here looking for a new life and a new liege.

Before leaving the group leaves Kesten Garess in charge, giving him a specific list of what they wish to be done in their absence.

The group sets out the next day, determined to finish off their exploration. Along the way they: discover a barbarian cairn, a strange dead unicorn lacking any signs of decay (with its horn taken), an old statue of Erastil (which they clean off and give offerings to), a natural hot-spring with two giant frogs (which they kill), found the dead trapper Tyg spoke of, discovered a boggard named Garuum living in some ruins along side the Skunk River, and find and kill a pair of Tatzylworms (and behead them for Oleg). Then death shambled upon the party.

While heading through a dense patch of brush two thick vines shot out of a nearby bush and slew Eugene before he had a chance to react. It was a shambling mound. Luckily the creature was an immature specimen of the species who was fresh off of another battle of some sort and the remaining party (along with a mysterious woodsman) was able to take the creature down. The group found the creatures lair and uncovered a staff of great power. The group made haste and pushed North to the Temple of the Elk hoping Jhod could help the slain monk. The group offered Jhod the staff they had found and he used what diamonds he had to cast the necessary spells to bring Eugene back to life. Eugene spend two weeks at the temple recovering.

The rest of the group returned to Oleg’s to see how things were progressing there. They returned and picked up Eugene and finished exploring the area. They found a trapped thylacine (which they killed) and a patch of fangberries infested with chew spiders (they picked three potion’s worth of berries from the edge). At one point they crest a hill to see Tuskwater Loch in the distance to the South, the Stag Lord’s fort could be seen at it’s edge. The group then presses East and finishes exploring the final bits required by the charter.

The game concludes with the group back at Oleg’s getting ready for their assault on the Stag Lord.

Game opens with the group noticing Oleg is building some stables outside his fort. They also discover Kesten Garess is trying very hard to impress the party, evidently he is not nearly as obnoxious when the group is out in the field. Later in the day Adal sees a rag-tag group of mostly foreigners and demi-humans coming down the road towards Oleg’s (with supplies, oxen, chickens, etc). The group finds out that these folk have been refused citizenship or entry into Brevoy. They were personally expelled from Restov by the Swordlord Callum Argyle. It was suggested the group come to Oleg’s as it was the safest option.

Among these settlers were: an elven barbarian Verina Chanistasta, identical twin half-orc’s Rick and Quincy, a Absolomian human wizard/academic Deoryr Slyss, three Rostish ex-con’s, the dwarven lens-crafter Dralt Stonebeard, and the halfling family of escaped slaves (Lem, Rilla, and Tam).

The group spent time and resources ensuring these people would be okay in the short term.

The group then set off to deal with the Thorn River bandit camp. Along the way they stopped by the radish patch to tell Daral and his “Kobolds of the Radish Patch” that it was safe to head back to the Sootscale’s. They arrived just in time to save the creatures from a giant whiptail centipede. After sending the kobolds back to their tribe the group then made their way to the bandit camp. They made their assault in the dark of night and successfully killed the bandits. The only survivor was Kressle who they brought back to Oleg’s for hanging.

The party deals with the settlers a bit more then sets out for more exploration during a heat wave. The group makes for Tyg-Titter-Tut‘s home. They find her (with the aid of toffee and mint’s). While the group is asking about Tuskgutter Tyg mentions a hidden temple. Quinn bets her that she couldn’t actually lead them to the temple, she accepts the bet. Exploring along the way she leads them into the hidden grove where the old temple still stands. While at the temple the group sees a strange grizzly bear emerge, on the sight of Caelan the bear is enraged and charges. With the help of Erastil’s power Caelan and the party are able to defeat the bear (which turns into a man, then skeleton, then dust upon death).

The party checks back in on the bandit camp (no activity) then they turn south. They come across Tuskgutter’s lair and slay the creature. They then head back up to Oleg’s, repairing the rickety bridge just South of the gold mine along the way. The group then returns to Oleg’s with Tuskgutter’s head.

The group rests and heals up within the caves under the old sycamore tree. Adal explores a bit to discover that the trees roots have various bore holes in it (evidently the mites were feeding off of it or something.) He also notices a mite ambush waiting for them outside. The group charges out and finishes off the last of the mites and centipedes.

They question the kobold Mikmek for a time. They find out (again) that the kobolds live in fear of their shaman, a purple kobold named Tartuk. The group goes to make contact with the Sootscale’s, exploring along the way. When they get to the kobold caves (and old Ag mine) they are escorted in to see the chief (thanks to their possession of the statue and the fact that Mikmek was with them).

Once before the chief a battle of wills between the group and an invisible Tartuk takes place. Tartuk wishes the statue be given to him. Caelan is able to convince Chief Sootscale that he should no longer live in the shadow of his shaman and he hands Old Sharptooth to the chief who accepts it. A battle ensues with the kobold sorcerer, the group winning in the end.

The kobolds erupt in celebration (YUBNUB!). Eugene loots Tartuk’s belongings and gets drunk. Caelan, Quinn, Adal and Chief Sootscale hammer out a peace (and possible future trade) agreement. Adal explores the cave to discover there is indeed silver here. The group is made honorary Sootscales. After some questions and resting the night the group is on their way South-West. They discover the meeting place of the Thorn and Shrike rivers and find a natural shallow area where crossing is relatively easy. They then strike back up North to Olegs.

Game concludes with some trading at Oleg’s, concluding a few bits of business (Svetlana’s Ring, telling Kesten Garess of the kobold arrangement, etc) and distilling of Dwarvish Whisky.